Age | Commit message (Collapse) | Author |
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client so it is immediatelly clear which one you are working with.
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settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
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AddNewsMessage as there is (for each news message type) a tuple of 4 parameters that is the same for all calls.
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station_func.h.
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GetTileTrackStatus().
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with an OnNewDay method in the Vehicle class
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disaster too
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the code at some places
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unneeded include from openttd.h.
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functions.
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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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single file and do not include gfx.h everywhere to get a Point type.
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their respective places.
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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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style
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with the coding style
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used to check whether there was no vehicle on the ground, except that the former didn't take care of aircraft shadows. So now we only use EnsureNoVehicleOnGround.
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to save and load private and protected variables in the vehicle struct.
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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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vehicle struct.
-Codechange: do not force "special" vehicles to be allocated in the low 1024 vehicle slots and non "special" vehicles in the rest of the slots.
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variables.
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variables.h to strings.h
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Tick method in the Vehicle class.
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road types on a single tile.
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nicer/better maintainable code, i.e. virtual methods instead of switches.
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and into landscape.h, and add a few where they didn't exist.
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what an industry can do (plant fields, cut trees, do not change production), what can be done to it (disasters like mine subsidence, jet/chopper attack), when it can be built etc...
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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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Change the signature of GetNewVehiclePos():
-void GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp);
+GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v);
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