Age | Commit message (Collapse) | Author |
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When a special groundtype below the track is encountered in the tileloop, always return even if groundtype hasn't changed.
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the GUI
caused a game crash. This only manifested with some newstations loaded.
Thanks to Richk67 for finding this.
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-Added a function to obtain the axis of a waypoint
-Moved the waypoint layout tables from the depot layout tables into an own one
-Use GetRailTileSubtype
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RailTypeInfo when we already have it...
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concerning rail ground types
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one-way => two-way signal cycling
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is an entry or and exit signal to a presignal block (as combos act as both)
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rename DrawSignalHelper to DrawSingleSignal
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function where it is used and use a better array arrangement for it
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custom ground sprites used the index of the rail type as an offset. With the introduction of elrails this offset is incorrect, so instead there is now a lookup table within the RailTypeInfo struct to explicitly list the offset.
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that uses it and convert the bit-hacking into a struct
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coordinates where it suffices.
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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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GetRailTileType. Thanks to glx for noticing
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declaration)
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Although it was an accessor, nor his usage nor the values were clear.
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code and proofreading, thanks to peter1138 for another lot of code and ideas.
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from a tile
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(/ and \) pieces exist, explicitly update signals in both directions.
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terraformed.
Fixes a bug where you could terraform a tunnel (fixed by r3228, but reverted that one)
Fixes a bug introduced by r3228 which allowed steep rail tiles resulting in ... unwanted effects such as display artifacts.
That means the terraform feature should not work as intended; it also uses _valid_tileh_slopes to determine valid configurations instead of hand-brewn stuff.
TODO: _terraform_err_tile and similar TileIndices should have INVALID_TILE as "unused", not 0. (0 is a valid tile).
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as for any other sloped tile
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nothing
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get information about rail tiles
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also add SetSignalType() and use the functions
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(electric/semaphore)
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shiny new functions and mark some strange constructs with XXX
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bridge after removing it. For crossings we can always use .m2 because it is already 0 when not owned by a town.
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any); it is in m2 so properly set it back when the crossing's removed.
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UpdateSignalsOnSegment() instead of SetSignalsOnBothDir()
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road) under bridges
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