Age | Commit message (Collapse) | Author |
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This simplifies code that works with more than one vehicle type.
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instead of just the GRF ID.
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pseudo sprites
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Mainly because newgrf deals with more than just vehicles.
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vehicle images from ttd games, as we redetermine all vehicle images after game load anyway.
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data) used by variable 0x42.
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of 29 pixels, for sets which use 32 pixel long engines/wagons.
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handling. So far, this is used for vehicles when no English or American translation is provided.
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flags (param 0x9E)
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and warn if GRF Resource Management is tried.
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- split of parameter retrieving to separate function,
- handle param size for grf parameters,
- add more grfid (param 0x88) tests.
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sprite result sprite group.
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station code and change minimum length for action 3 from 7 to 6 bytes.
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modifier from bit 14 to bit 31 on GRF load.
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loading from GRF, as the current way was flawed (reallocing memory which is referenced elsewhere)
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some sets use generic feature always. Also, don't add vehicle id shifts if the vehicle id is out of range.
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default and purchase pseudo types, to a station spec.
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uninitializing NewGRF data.
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just copy the pointer to the existing data.
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default sprite layout if a station layout specifies so.
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BSWAP32() only on variables, not functions.
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'default' cargo type, not for each specific cargo. Fixes '(undefined string)' issues, as some engines weren't set properly.
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This mainly aids code navigation...
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checking and activation/deactivation. Do swap the GRFID for displaying purposes.
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NewGRF files via action 5
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This actually works by replacing our hardcoded sprites.
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our version value.
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This is following the same scheme as for IndustrySpec
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varadjusts and variable size. These are not yet processed, however.
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is within range.
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simplify code somewhat. Also check that a sprite id is
valid.
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Will be used in the future.
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the version is 7 or higher, not less than 7...
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less than 6 uses the old scheme, of 7 or more uses the new scheme. (Moving targets, yay...)
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