Age | Commit message (Collapse) | Author |
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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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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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