Age | Commit message (Collapse) | Author |
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and 11. (Eddi)
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if a header require a header make it include that header
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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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remove some unused variables
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'running cost factor'.
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consistent. Now always the cargo class decides.
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when they should.
-Codechange: Move capacity calculation to a single function for all vehicle types, so the behaviour can be kept consistent easier.
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-Fix (r7326): Powernaut Helicopter got wrong 'load amount'.
-Fix (r2639): Call the Evil by its name.
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a Engine * is already present.
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EngineInfo::refit_mask during initialisation.
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0x36. Based on Terkhen's work.
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for more consistency and distinguishability.
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el rail engines are available
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to EngineInfo.
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relatives
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introduction-date before 1922. Instead disable the randomisation for the first two years after game-start, so you do not have to wait for the first engine.
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road vehicles; only ROAD isn't always enough. Also unify the way of writing it.
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prevent unnecessary inclusion newgrf.h anyway
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easily be calculated, it isn't used often and now changing extend_vehicle_life in game has some effect.
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to not confuse it with image_index from *VehInfo.
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code style.
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vehicles/stations/industries are deleted.
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time, binary size and run time (with asserts disabled) should be improved
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PoolItem::GetPoolSize()
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this ID' from 'some' strings and replace the string name with something more sensible.
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use it everywhere, so CB 36 is also used everywhere.
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the term 'compatible newgrf' again some sense and to not crash because of trivial changes.
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articulated part.
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which cannot accept CT_INVALID.
-Codechange: Add Engine::GetDefaultCargoType() and Engine::CanCarryCargo() and use them.
-Fix [FS#2617]: When articulated parts have no available default cargo, use the cargo type of the first part for livery selection.
-Change: To decide whether a vehicle is refittable do not test its current capacity for being zero, but always use the 'capacity property'.
Note: The property is used unmodifed without calling CB 15/36. By setting it to a non-zero value and returning zero in the callback vehicles can be refitted to/from zero capacity for e.g. livery effects.
Note: It is intentional that you cannot control refittability by CB 36.
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effort of a vehicle.
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be client-side only; GUI parts of save/load of custom engine names also removed as it was never implemented.
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Engine::GetDisplayMaxSpeed(), GetPower() and GetDisplayWeight(). (and using them)
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