Age | Commit message (Collapse) | Author |
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for all vehicle types.
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changes, as well as 'state'. (Thanks to bulb)
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loaded into LoadUnloadVehicle instead of duplicating it for each vehicle.
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loading/unloading, but when arriving at the station.
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nicer/better maintainable code, i.e. virtual methods instead of switches.
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hopefully for good this time.
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is sent to a depot.
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instead of adding
them again when they leave, and add a v->LeaveStation() call for aircraft.
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callback 36.
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of various properties which were previously static. Vehicle max speed and train power/te/running costs are adjustable.
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and into landscape.h, and add a few where they didn't exist.
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strings so it can be
translated properly and remove "buildable", since it isn't actually a word.
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stations who got their airport removed while there were still aircraft within the State Machine (and thus caused asserts)
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CargoID loops.
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carry mail
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pixels) caused odd aircraft movements. On oilrigs, this caused a full crash as movement would take helicopter out of airport/station tile.
Corrected by maneuvering aircraft directly over these tiny movements, rather than relying on movement by changing facing.
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check if they are in use
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coding style (and rest of the code).
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the code to figure out if an aircraft is buildable in the hangar in question
This should help ensuring that the build command and the list are consistent in what aircraft are buildable
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velocities to from 8mph to 1km/h (peter1138), also give aircraft realsitic velocities (so that 1km/h is 1km/h independent of vehicle type) (peter1138). Introduce a flag to reduce aircraft speed in holding patterns to some realistic velocity. Use this flag for the city airport for the time being and make use of the different entry points for this airport type.
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0xFF bit 10,
which is set when a vehicle was built during the exclusive testing phase.
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be used for more than just the gradual loading status.
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from an aircraft and removing the airport it was heading:
- the aircraft would go to (0, 0) and circle there. Clicking the 'eye' to jump to the aircraft in the main window could cause a segmentation fault.
- when rebuilding an airport with the StationID of the old airport could crash as the FTA state of the aircraft is higher than the number of states of the new airport, causing a crash of all clients and the server when assertions are enabled.
- when rebuilding an airport with the StationID of the old airport can bring the aircraft in a state where is keeps circling the airport.
To solve these issues all aircraft without a valid order will try to go to the nearest hangar it can safely get to (large jets do not land on small airports). If there is no hangar to go to, the airplane crashes (out of fuel).
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Change the signature of GetNewVehiclePos():
-void GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp);
+GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v);
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comments style.
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files with the @file tag as well as a few general comments style
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Remove dead code
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Do not pass something to a function it better could figure out by itself
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Variable scope, const
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Don't do bogus initialisations and prefer simpler code
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on approach direction. Note: they're not yet used, but will be soon
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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: Do not hardcode the airports with a short airstrip anymore, but make it a flag in AirportFTAClass
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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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-Codechange: Add a Z adjustment attribute for helicopter pads to AirportFTAClass to get rid of some special cases for oilrigs and heliports
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blocks are stored
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a sprite is too big to fit (ships and aircraft only)
-Codechange: depot windows default now makes a 1x1 matrix and resize the window by block size*number of blocks
This will make less vehicle type specific code and easier to read resizing based on sprite sizes
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Remove redundant assignments. The function call just before already does it
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Fix harmless typo: s/,/;/
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