Age | Commit message (Collapse) | Author |
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except where it's used for backward compatability.
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they're not allowed to sleep.
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single opcode method of doing lots of the same thing. This should resolve most of the hiccups caused by AIs.
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didn't restore its original value
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the values of the settings in info.nut
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AIEventDisasterZeppelinerCrashed and AIEventDisasterZeppelinerCleared as aliens accepted NoAIs as competing life-form.
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non-NULL again.
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in which town the noise level will increase.
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AIVehicleList_SharedOrders.
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layout per town.
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references (by enabling the GC).
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Load(version, data).
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constructor and Load() function while the savegame was not completely loaded.
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std::map
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about the selected AI if it wasn't visible.
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instead of mph. (Documentation by Rubidium)
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Engine::GetDisplayMaxSpeed(), GetPower() and GetDisplayWeight(). (and using them)
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squirrel stack twice.
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st->town
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false.
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duplication.
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any AI.
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duplication. Also stops AIs decrementing vehicle counter of first company
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of the first part of articulated road vehicles.
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aqueducts being connected with all surrounding tiles. Also add some type safety.
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not neccessarily the first industry tile.
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'features'.
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a required function
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config window.
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a tile at the north edge (bug found by SmatZ).
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in the list.
-Feature: Double clicking on a slot in the AI config window results in opening the list of AIs.
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different instance name then their name.
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next game.
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game and configure them via the gui.
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to save for an AI.
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therefore it does not belong in _gui.
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the station sign isn't over st->airport_tile.
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