Age | Commit message (Collapse) | Author |
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wires as non-reachable for masking out unnecessary catenary wires.
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that display neither pylons nor catenary.
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transparent, not if the wire is transparent.
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incorrectly.
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related variables
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TILE_HEIGHT
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from the bridge code
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use it
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functions if they return the Z in pixels (like TilePixelHeight)
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with foundations. (same as r3935, but for level crossings)
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more likely to be updates [d-m].
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some headers
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an existing define on MinGW).
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the southern bridgehead as tile.
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loading a savegame the railtype of some (high ID) trains could be wrong.
After loading the vehicle data in the trains are updated, but after that the "electrification" checks are done which can change the "global" vehicle data. However, this update is not propagated to the vehicles until the consist is updated, e.g. turning around and going to a depot.
This makes some of the trains of a just joined client run as non-electrified trains which can cause it to take a wrong path or to not (randomly) show the electric sparks.
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on slopes with opposite corners raised.
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RAIL_GROUND_HALF_SNOW. That is, resolve the sprites for upper and lower part of the foundation independently.
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rail types. (To be documented...)
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if a header require a header make it include that header
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is either a rail station or rail waypoint tile
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all over the place when using the more advanced station types.
-Change: make (rail) waypoints sub classes of 'base stations', make buoys waypoints and unify code between them where possible.
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for all vehicle types
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from VehicleRail to Train
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introduce shiny new IsPlainRailTile()
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sources too
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masked wires as well.
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(based on a patch by Eddi).
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procedure returns false
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instead of absolute sprite IDs.
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client so it is immediatelly clear which one you are working with.
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need to be iterated. (spotted by smatz)
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(assertions on savegame loads).
-Fix [FS#2102]: but now in a hopefully beter way.
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