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path: root/src/effectvehicle.cpp
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2011-11-04(svn r23091) -Codechange: rename some Get*Z functions to Get*PixelZ ↵rubidium
functions if they return the Z in pixels (like TilePixelHeight)
2011-05-28(svn r22506) -Feature [FS#4625]: Make the transparency options for ↵frosch
industries also affect the effect vehicles created by industries.
2011-05-28(svn r22505) -Add: Separate EffectVehicleTypes for broken aircraft and smoke ↵frosch
at copper ore mine, to make them distinguishable from each other and from smoke due to disasters. (only affects newly spawned effects)
2011-05-28(svn r22504) -Codechange: Add EV_END and use it to check the lengths of ↵frosch
_effect_init_procs and _effect_tick_procs.
2011-05-28(svn r22503) -Doc: EffectVehicleType.frosch
2011-05-02(svn r22411) -Document: another bunch of bitsrubidium
2010-01-15(svn r18809) -Codechange/Cleanup: remove unneeded headers from some files, ↵rubidium
if a header require a header make it include that header
2009-10-04(svn r17693) -Cleanup: remove some unneeded includesrubidium
2009-08-30(svn r17316) -Codechange: use Industry::GetByTile() instead of ↵smatz
GetIndustryByTile()
2009-08-21(svn r17248) -Fix: add GPL license notice where appropriaterubidium
2009-05-22(svn r16384) -Codechange: move u.effect to EffectVehiclerubidium
2009-05-22(svn r16376) -Codechange: Vehicle::Tick() now returns false if the vehicle ↵smatz
was deleted
2009-03-11(svn r15676) -Codechange: remove the need for BeginVehicleMove and merge ↵rubidium
VehiclePositionChanged and EndVehicleMove.
2009-03-11(svn r15675) -Codechange: don't unnecessarily mark vehicles dirty before ↵rubidium
deleting them; it already happens in the destructor.
2009-01-31(svn r15299) -Cleanup: remove many redundant includessmatz
2009-01-10(svn r14949) -Cleanup: pointer coding stylerubidium
2009-01-09(svn r14933) -Codechange: check the whether a pool item can be constructed ↵rubidium
instead of trying to make it and check for NULL.
2009-01-09(svn r14931) -Fix [FS#2512]: the "animation state" of the bubbles was stored ↵rubidium
in a variable that was not stored in the savegame. Using a variable that gets saved in the savegame solves the desync and makes it a bit clearer.
2009-01-04(svn r14828) -Codechange: move most of save/load-specific code to separate filessmatz
2008-09-30(svn r14422) -Codechange: also reflect the changes of r14421 in the filenames.rubidium
2008-08-20(svn r14110) -Fix: desyncs due to bubbles in toylandglx
2008-05-30(svn r13343) -Codechange: reorder/move variable/functions in the network ↵rubidium
headers so that nothing from the network directory needs to include basically all network headers.
2008-05-06(svn r12971) -Documentation: add @file in files that missed them and add ↵rubidium
something more than whitespace as description of files that don't have a description.
2008-04-20(svn r12804) -Codechange: move the effect vehicle handling out of vehicle.cpprubidium