Age | Commit message (Collapse) | Author |
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command.h
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(can only be done in goto depot orders)
Example: make a train transport iron ore from A to B, then it visits a depot and refits to steel
It then transport steel back to A or near A if there is a factory and then it visits another depot to refit to iron ore again
This is controlled in the orders. If a goto depot order is lightlighted, then "Unload" changes to "Refit"
Control click "Refit" removes the refit part of the order (as the tooltip says)
The player will still pay the normal refit costs
Known issues:
If a vehicle is not in a depot, then the refit window will fail to tell refitted cargo capacity
Refit costs in the refit window can sometimes print 0 when it should not because the refit calculation is unaware that the vehicle will be refitted in between
Warning: autoreplace got a protection against replacing something so you get a new cargo type, but it can fail here. In the iron ore/steel example, it can see that
the vehicle carries iron ore and the new one can be refitted to iron ore, then it will replace. It will not check to see that it's valid for steel as well.
This is something to look into in the future
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depot" button
Like the "sell all" button, this one lacks a sprite as well. We will hopefully get one shortly
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reflect what it does.
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It's right below the sell button (sell whole chain button for trains)
It's still missing a sprite. That one will be added as soon as anybody draws something we can use
To make room for this button, all depots except train depots now opens with an additional row and can't be resized shorter than that
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windows
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CMD_SEND_TRAIN_TO_DEPOT instead of CMD_TRAIN_GOTO_DEPOT
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whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.
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coordinates of the tile to operate on - to a TileIndex
Remove DoCommandByTile(), because now it does the same as DoCommand()
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CMD_CHANGE_{AIRCRAFT,ROADVEH,SHIP,TRAIN}_SERVICE_INT commands into one CMD_CHANGE_SERVICE_INT command.
As side effect this is a
-Fix: The default AI tried to change the service intervals of vehicles via the CMD_CHANGE_TRAIN_SERVICE_INT command - regardless of the type of the vehicle - which of course failed for non-trains
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-This allows a player to clone an excisting vehicle of his own
-[fix]: this uncovered an excisting bug in CmdBuildRailVehicle() where depots could build trains of the wrong track type. This is fixed
-Thanks to Celestar for drawing the sprites and _luca_ for including them in openttd.grf
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of abusing _decode_parameters as text buffer. This should prevent several possible buffer overruns and is a bit cleaner to use. As bonus it reduces the size of most command packets by 79 bytes.
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them flags in the process table. This also fixes bug "[ 1190944 ] Many commands not checked for security"
- CodeChange: move ValParamRailtype() to check rail type from command.h to vehicle.h where it is better suited.
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refit ones remain, and some server-only commands.
- CodeChange: remove cmd-misuses CmdStartScenario() and CmdDestroyCompanyHQ()
- Fix (invisible): when parameter checking CmdRestoreOrderIndex() the vehicle did not have its orders yet, so it would fail. So move doing this until AFTER the orders have been added back in RestoreVehicleOrders()
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server-checking; namely bridge-type, bridge-length, dragged end-tile (bridge/station), station_spread
- Fix: [ 1197256 ] max station spread patch < 7 does not work. Station spread was not taking into account when not using drag&drop. Fix this up, and add a callback to the settings window to immediately reflect the changes.
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there also add proper comments for the functions and fix up CmdFailed()
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truck stop. Added a CmdFailed() check to all command returns of the AI instead of the simple == / != CMD_ERROR check. This should fix the problem.
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failed.
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just useless clutter. (Perhaps we should get rid of CmdSetNewLandscapeType() too, but I won't take responsibility for that. ;-)
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the landscape type selector.
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long time ago
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workaround is completely rewritten. Also features checks for hacked/modified clients. Thanks a lot Hackykid!
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to 8) on
a single station.
Thanks to: Truelight for the saveload code, Darkvater and Hackykid for
network testing and Tron for proof-reading 1500 lines of diff.
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appropriate warning flags in the Makefile
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server
reads beyond the size of the packet
-Fix: [Network] A server no longer crashes when a client sends an
invalid DoCommand, but drops the client instead.
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This feature works much like autorenew, but it will get you a new engine type instead of a new one of the same type. Once
ordered, it will automatically replace the engines while they visits a depot. The GUI for setting this up have been added on the
vehicle overview windows
Note: autorenew is now autoreplace, but to the same engine type
Nice new features, that was added to make this possible
- windows can now have two independant vertical scrollbars
- CMD_SHOW_NO_ERROR have been added as a flag for DoCommandP. It will make it do the action instead of showing the red box with
estimated costs even if shift is pressed
- fixed problem where enginetypes where not initialized when loading a game. It's now done in InitializeGame()
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game-side patch
Note: this is the first commit that breaks compatibility with 0.3.5!
-Fix: Bufferoverflow with autorenew_money. It is now a 32-bit integer.
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actually makes some sense and is also compatible with TTDPatch (pasky).
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network] (sign_de)
-Fix: Only server can pause in network, action disabled for clients
-Fix: Direct Connect editbox can handle up to max ~35 characters
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company value). Water floods HQ.
-Some layout fixes for command.c
-Tileinfo debug window in console now shows Tile in decimal numbers
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style, convert signal<->semaphore, etc. Big thanks to betatesters Dribbel and Testman57 (Darkvater)
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