Age | Commit message (Collapse) | Author |
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in while loading/unloading vehicles. It is only needed when at least one vehicle is loading; all other times it is a waste of effort. Roughly halves the time it takes to perform loading/unloading of vehicles (fonsinchen)
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instead of recalculating it every time.
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properly terminated for consists with multiple cargo types. Don't stop loading if the timetabled wait is not over yet. (Steve-N)
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some headers
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loaded less than possible, unless it's a full load order. This should improve behaviour with gradual loading and cargo continuously trickling in.
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actually movable; e.g. HQ and owned land are pretty movable.
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industry temporarily refues to accept some cargo
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too many vehicles.
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get too many vehicles.
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UpdateCompanyHQ
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addition.
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the data structures.
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"base" unit for aircraft speeds
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DEBUG() output. It was triggered on exceptions, especially when aborting world generation.
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of _current_company to ensure proper restoration.
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divisions with rounding.
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to spectators
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Zero prices break a lot of the internal logic to determine whether something has been done.
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loan and as such the value at which you bought the company was too low
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if a header require a header make it include that header
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wait counter; sometimes they might get into eachother's way
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variables. Also make use of TileArea functions for determining the 'width' and 'height' of an industry.
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profit in feeder chains. This to give the user a better chance to get a feeder system without "losses".
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was not accepted.
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vehicles only apply to the GRF locally, if it defines engines of that type itself.
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and cost factor and use it consistently for vehicle purchase, running cost, and refit cost.
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to newgrf loading and make the internal state zero-based instead.
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enum some more.
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