Age | Commit message (Collapse) | Author |
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Add a separate template wrapper for filtered iteration
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(based on patch by Juanjo).
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Eagle_rainbow)
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the company ranking.
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others were still regular inline), but make sure inline is always a 'forced' inline (I am looking at you MSVC)
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Engine::DetermineCapacity() and Engine::GetDisplayDefaultCapacity().
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Engine::DetermineCapacity().
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Vehicle to simplify code.
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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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if a header require a header make it include that header
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consistent. Now always the cargo class decides.
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to EngineInfo.
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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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time, binary size and run time (with asserts disabled) should be improved
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variable instead of var->index
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PoolItem::GetPoolSize()
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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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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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Engine::GetDisplayMaxSpeed(), GetPower() and GetDisplayWeight(). (and using them)
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duplication.
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duplication. Also stops AIs decrementing vehicle counter of first company
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client so it is immediatelly clear which one you are working with.
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PlayerByte value in r12143, and still isn't a PlayerByte value.
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named typedefs and replace a few magic numbers.
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primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist.
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