Age | Commit message (Collapse) | Author |
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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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easily modified.
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something...
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respect to the airport placement, so he rewrote the aircraft handling of the AI; now it can actually make lots of money again :)
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not telling "last_mo_production" when it is the production of the current month).
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road types on a single tile.
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"road" with multiple owners on a single tile.
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be found in the industry spec, so take it from there instead.
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building when its rating for the town was not high enough.
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and into landscape.h, and add a few where they didn't exist.
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variable)
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landscape types.
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a random industry for the AI to prevent it slowing down the game. The AI now sucks a even a bit more than before (if that's even possible).
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coding style (and rest of the code).
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Remove {,u}intswap() and replace them by Swap()
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-Codechange: Do not hardcode the catchment radius of airports, but hold the information in AirportFTAClass
-Fix (r979): The default AI tested possible airport locations with a fixed catchment radius instead of the radius of the to be built airport
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Abbreviate GetAirport(st->airport_type) to st->Airport()
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error under Win32. Changed to AIRPLANES
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-Codechange: Make the encoding of accepted aircraft types of airports a bit more sensible and move the enum into struct AirportFTAClass
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