Age | Commit message (Collapse) | Author |
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either too low acceleration or too large acceleration
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consistent across vehicle types and add IsChainInDepot instead, if that is what shall be checked.
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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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coding style
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related variables
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functions if they return the Z in pixels (like TilePixelHeight)
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as no real order influencing path finding is added
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of automatic orders until the next real order is reached.
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vehicle view
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needed by some Vehicle functions.
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acceleration to work properly can sometimes be more than the (temporary) maximum speed causing Clamp to "fail". Make sure that the minimum speed always overrules the maximum speed
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a function in GroundVehicle
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make SetLastSpeed a function of GroundVehicle
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GetSlopeZ() when not needed
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change only if it has GVF_GOINGUP_BIT or GVF_GOINGDOWN_BIT set
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functions
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GroundVehicleBase to reduce typing
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trains.
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on a flat tile
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road vehicles and trains.
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realistic in order to make acceleration "slower", which highlights the differences between vehicle types more.
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to calculate air drag.
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-Codechange: Move GetSlopeResistance to GroundVehicle.
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