Age | Commit message (Collapse) | Author |
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to a total of 61, which is 53% :)
- CodeChange: To correctly accept engine-prototypes, the best-player checking has been moved to its own function, I hope it functions the same as before.
- CodeChange: Added symbolic types of PlayerID, OrderID and EngineID. For engines also added GetEngine() and IsEngineIndex(), similar to the other such functions.
- CodeChange: To correctly build industries, some tables have been moved to build_industry.h. The only way to find out currently if an industry is valid in a climate is by looping all industries and checking if it matches. Also to comply with the patch setting build_rawmaterial_industries, it is assumed that these industries do not accept any cargo of any type. This can and probably should changed in the future to some flag in their struct. Also use _opt_ptr instead of _opt.
- CodeChange: implemented the HQ checking code inspired by MarkR2 in "[ 1190944 ] Many commands not checked for security". Unfortunately it is impossible to prevent only deleting a HQ by a modified client atm.
- CodeChange: For insert order and modify order their parameters are implicitely truncated to 8 bits, instead of the 16 bits said in the comments.
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that are not available yet (Hackykid)
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appropriate warning flags in the Makefile
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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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as in type in vehicle
it was kind of lame that you should use AircraftVehInfo(), ShipVehInfo() etc. if you wanted to know what type the engine is
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to check limits
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spritegroups (i.e. the cars transporter in DBSetXL gets different cars each time) (pasky)
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(invisible to users of GetCustomVehicle*() wrappers). Needed for deterministic spritegroups support (pasky).
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sprite.h (pasky)
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supported now and only
the first custom one can be placed (no selector GUI, coming soon). This
also moves some global variables to {struct GRFFile} and reorders which
actions are processed in what stage, to get it all working together --
(pasky)
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AircraftVehicleInfo[] as well. table/engines.h is now the same as in the _map branch.
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road_vehicle_info table, like it already is for trains and ships. Needed
for GRF custom override support. (pasky)
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small renamings (pasky and octo).
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vehicle selection dialogs. (Idea by octo, done by pasky).
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