Age | Commit message (Collapse) | Author |
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new pool items while loading old savegames
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deal with no longer existing Engine items after resetting the pool.
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still associated to a GRF.
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traces of engines which are no longer associated to a NewGRF, and can be used to e.g. 'fix' scenarios which were screwed up by the author. You can only use it when there are no vehicles in the game though.
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for rail types; e.g. introduce a particular rail type in 1960 (or when a vehicle using it is introduced), but also allow limiting its introduction to only happen when the required railtypes are available
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be introduced if a particular rail type is introduced, e.g. to make sure slow rail is introduced when fast rail gets introduced
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'resetengines'
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for ships and RVs (Hirundo)
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value for visual effect. This makes setting train prop 22 to 0 actually work (Hirundo)
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0x15 (Speed).
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0x13 (Power), 0x14 (Weight) and 0x18 (Tractive effort).
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the first vehicle of their type becomes available.
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"base" unit for aircraft speeds
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though there are 32bit available.
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build menu
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not set, use a default value of 4C.
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for road vehicles.
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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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