Age | Commit message (Collapse) | Author |
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of for-loops
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possible, so it doesn't build bridges everywhere
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GetTileTrackStatus().
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train had negative income
-Codechange: use GetDisplayProfitThisYear() to convert vehicle profit to readable form
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and remove a 'goto'.
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bridge to build, so it won't build wooden bridges everytime
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IsRoadDepot[Tile]() and HasTileRoadType(); and use them.
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day to calculate running cost
-Fix [FS#1739]: vehicle profit is now counted with 8bit fract, so it is now shown properly in the vehicle details window
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AI-use, NewGRF property 0x08 for trains.
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in orders
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GetTunnelBridgeLength() and/or GetOtherTunnelEnd() instead
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instead of using specific indexes each time.
-Codechange: Minor scope changes in said loops.
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road bridge
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uninitialized memory in the AI.
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with other cases of *B_* vs *_* like VETSB_* and VETS_*.
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unneeded include from openttd.h.
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some type safety.
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of a global variable. Patch by Noldo (FS#1114).
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structs to a place where they are only included a few times.
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useless includes.
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map.h).
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logical place and remove about 50% of the includes of 'functions.h'
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it is really needed.
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their respective places.
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bridge_map.h into tunnelbridge_map.h
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rename it fitting to the naming style
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cause they depend on Random()
-Codechange: Convert the CHANCE macros to functions and rename them fitting to the naming style
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fitting to the naming style
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remaining to fit with the naming style
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style
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Vehicle->SetNext() so we can trap instances that change a next pointer and (in the future) update the first/previous pointers based on that.
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a depot.
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AI does not support them.
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as super class.
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IsValidVehicle(vehicle).
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"road" everywhere except in the tile type.
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issues. Thanks to benc for providing the patch.
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