Age | Commit message (Collapse) | Author |
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objects can be build, but check it directly in the pool so we do not have to call destructors in the testing phase. Stations still use the autoptr though.
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compiler's decisions about inlining
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unneeded inclusions of engine.h and/or replace them with engine_type.h.
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engine preview offer
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uninitialised variable
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ID. Rename this to preview_player_rank and change back to a uint8 to avoid confusion.
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of for-loops
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ALL_GROUP
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unneeded include from openttd.h.
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now attached to their object directly and there is
no limit to the amount of names.
-Fix: NewGRF engines could not be renamed.
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its index
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when it's not necessary.
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single location.
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useless includes.
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logical place and remove about 50% of the includes of 'functions.h'
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single file and do not include gfx.h everywhere to get a Point type.
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their respective places.
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remaining to fit with the naming style
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style
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class as super class.
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Matthias Wolf.
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inconsistent, and tested all 'namespaces'. now only check names of the same type.
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easily modified.
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updates.
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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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available yet. This also affects the rail purchase window.
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cargo type
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coding style (and rest of the code).
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respect to the news of new vehicles.
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Engine.flags to engine.h and give the enum values better names.
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a few comments style.
Some documentation addition, when i can easily supply them
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-Codechange: Remove _avail_aircraft
Its name is misleading. It is rather _avail_airports, but then only some of them, which leads to inconsistencies when using it.
Further it is unnecessary to store it in savegams.
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autoreplace window
-The user will notice the following changes:
All vehicle types behaves in the same way
Adding/removing an engine (new design and so on) can no longer result in the window selecting a new engine
All valid replacements will be displayed since it looks at refitting options as well (this solves the missing ships with the newships GRF)
Since you can't replace an engine into itself, the engine selected in the left list will no longer appear in the right list
-The code changes:
Instead of looping all engines all the time, each list generates a list like the build windows
This ensures consistent list generation since only one function can loop all engines
Unified code for all vehicle types
It now use the lists to call the drawing code in the build vehicle window
Works on selected EngineIDs instead of selected index in the list
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