Age | Commit message (Collapse) | Author |
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Eagle_rainbow)
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progressing, thus break-on-log now works also for Game Scripts.
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path instead of a boolean (LordAro)
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of the game, not the new-game settings.
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and GS); avoids invalid memory reads
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an AI was opened
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and AIScannerLibrary
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script users can call their own
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src/script/api/script_* (Rubidium)
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the parameters for NoAI docs)
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instead of assuming the current company points you to the right one.
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AIs caused a crash
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in the output of "openttd -h"
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of recognized AI libraries (dihedral)
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some headers
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DEBUG() output. It was triggered on exceptions, especially when aborting world generation.
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of _current_company to ensure proper restoration.
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where you can input a break string (patch by Zuu)
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Only settings with the AICONFIG_INGAME flag can be editted in this way
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load the AI data from a savegame instead of the exact same version
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if a header require a header make it include that header
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whether it succeeded or not.
-Fix: AIs did update their last cost incorrectly in network games if the cost of the DC_EXEC phase differed from the ~DC_EXEC phase.
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window) when they were randomly chosen
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Company::IsValidHumanID(), don't use IsHumanCompany() where possible
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PoolItem::IsValidID() and PoolItem::Get()
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PoolItem::IsValidID(index)
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PoolItem::GetPoolSize()
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half the AI api in non-noai related code.
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of GetInstanceName() to make branching of AIs easier.
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didn't restore its original value
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references (by enabling the GC).
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any AI.
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game and configure them via the gui.
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never happens
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required, as with AIs
-Add [NoAI]: allow multiple versions of the same AI co-exist
-Change [NoAI]: updated the whole method of AI (Library) finding and loading; it is now much more clear and transparent
-Change [NoAI]: the name of the AI is now the name used by CreateInstance()
-Change [NoAI]: make the AI finder a bit more clever, mostly related to version finding
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