Age | Commit message (Collapse) | Author |
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VehicleSpriteSeq.
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to the ground or too far away (based on patch by ic111)
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sprites. (Based on patch by Eddi)
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consistent across vehicle types and add IsChainInDepot instead, if that is what shall be checked.
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speed for vehicles.
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others were still regular inline), but make sure inline is always a 'forced' inline (I am looking at you MSVC)
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coding style
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out some indirect calls
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draw different sprites on the map and in various GUIs.
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caused crashes during load
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GroundVehicleBase to reduce typing
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more likely to be updates [a-c].
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always using the engine value.
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if a header require a header make it include that header
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vehicles; they are identical
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wait counter; sometimes they might get into eachother's way
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when they should.
-Codechange: Move capacity calculation to a single function for all vehicle types, so the behaviour can be kept consistent easier.
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it turn in the correct direction first before continuing
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then 45 degrees while in flight
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constructor will zero the whole class. This caused all vehicle indices to be 0, which causes all kinds of trouble.
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instead of constructor of each vehicle type
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for all vehicle types
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struct so (some vehicle related) NewGRF cache 'desyncs' can be tested easier.
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was deleted
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crashes at several places when the station pool got smaller
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something more than whitespace as description of files that don't have a description.
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primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist.
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WindowClass lookup
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using correct types and less duplication.
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