Age | Commit message (Collapse) | Author |
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vehicle list window. As
things won't fit now because of too many buttons, move 'send to depot' and 'autoreplace'
to a dropdown box (and seperate 'send to depot' and 'send for servicing').
The 'New Vehicles' button shows a list of all engines you have available for that vehicle
type (in case of trains all railtypes). Button is only enabled for global list.
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enumerators when we will never use
their type anyways.
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player, resulting in an empty vehicle purchase list. Specify the player
as an argument to IsEngineBuildable()
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(unified) look more alike.
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when the window is opened
and remove a useless loop that tested if selected engine is still in list (moved to list
generation).
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warrant a redraw, so call
that after the WE_INVALIDATE_DATA event and remove (some of) the superflouous calls.
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of on each redraw (peter1138)
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a bit:
- using one engine list instead of 3
- removed engine filters (loco, wagons, helicopters, etc.)
- EngineList code isolated from GUI (moved to helpers.cpp - reusing CBlobT code which does exactly what is needed for EngineList)
- removed unnecessary "optimization" (rebuild and sort engine list on each WE_PAINT)
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positioning WDP_AUTO = -1)
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refittable to in the purchase information window. (mart3p)
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replace window) to allow room for more text. (mart3p)
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instead of using hardcoded values. (mart3p)
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The last parameter should point to the end of the buffer (eg lastof(buf))
Courtesy of Tron.
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the {CARGO} command and supply the cargo type and quantity, instead of manually looking up the cargo type's string.
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grf set with a buildable helicopter with a lower EngineID than the first buildable plane
Also removed a lot of const cast as they mess up the code and didn't help much
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(mainly by peter1138)
Now both names are checked against the cache (instead of just one of them) and we got rid of some global vars
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to a file of it's own
Also made some changes to it so it should be easier to unify all the build vehicle windows
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