Age | Commit message (Collapse) | Author |
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better to use int64 variables in the string generating too instead of packing them into two int32s.
-Fix: some displays of money were wrong.
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vehicle is while loading/unloading (TheJosh)
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place money in some string.
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issues. Thanks to benc for providing the patch.
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overflowing them should become a little harder.
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previous commit
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money64, which is now renamed to player_money.
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easily modified.
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didn't get loaded properly.
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some less efficient loops.
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delete trains as
a whole rather than each part individually, as that leads to invalid tests on
parts that have already been deleted.
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callbacks 11 and 17 for
road vehicles for those who prefer the technical explanation.
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or removed if the station has no custom graphics.
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not telling "last_mo_production" when it is the production of the current month).
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individual checks depending on the vehicle type.
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(2.5 years) at stations.
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can make groups of vehicles and perform all kinds of tasks on that given group. Original code by nycom and graphics by skidd13.
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to the "type" member of industry struct
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be found in the industry spec, so take it from there instead.
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one-input-cargo-creates-one-output-cargo limit in the factories, sawmills, steelmills and the ones I'm forgetting to mention right now. Use of this functionality will come later.
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of loading one (semi-)random vehicle at a time:
- Now it is really FIFO.
- When there is enough cargo to fill the first vehicle in the queue, the next vehicle in the queue start loading (and the next when ....).
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generally loading/unloading will happen fifo, but there are no guarantees on the FIFO-ness. For (better) FIFO guarantees you still need to use improved loading.
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vehicle profits.
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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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processing power anymore when having a lot of trains.
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flag in NewGRF loader.
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and into landscape.h, and add a few where they didn't exist.
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finally done. Now, time to start clearing as much as possible
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buying player and the bought player need to be two different entities
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bankrupt, or take over), sell all the shares he has first, then sell the shares all people have on this company, and then remove the company.
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landscape types.
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CargoID loops.
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subsidy source/target type.
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AI which is also controlled by a player, move the player with the company to the company who bought out the AI
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coding style (and rest of the code).
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the bit for it is set in the vehicle's callbackmask.
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