Age | Commit message (Collapse) | Author |
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Eagle_rainbow)
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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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simplify code checking for that
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vegetation-map colour as for nearby station names.
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created during the game.
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(some of it is used in the very near future).
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probability to decide which industry to build.
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local variable.
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IndustryBuildData::TryBuildNewIndustry().
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non-smooth economy to separate function.
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(anymore) otherwise.
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temporary/persistent storage. (Spotted by yexo)
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Industry.
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if a header require a header make it include that header
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variables. Also make use of TileArea functions for determining the 'width' and 'height' of an industry.
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which were sometimes missing and sometimes just typos
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industry removal causing the removed industry to be still in the list after removal
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GetIndustryByTile()
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subsidy's destination is in station's catchment area and cargo packets originate from subsidy's source
-Change [FS#1134]: subsidies aren't bound to stations after awarding anymore, they still apply to town or industry, no matter what station is used for loading and unloading. Awarded subsidies from older savegames are lost
-Change [NoAI]: due to these changes, AISubsidy::GetSource and AISubsidy::GetDestination now return STATION_INVALID for awarded subsidies
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Town::GetRandom() and Industry::GetRandom()
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GetActiveCompanyCount(), use PoolItem::GetNumItems() instead
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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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with < .. - 1 (both caused due to wrapper functions)
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PoolItem::IsValidID(index)
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PoolItem::GetPoolSize()
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color and colour.
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depots, industries, towns and waypoints
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target invalid industry
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introducing a daily random industry change.
This will allow to perform more changes per month on big maps and less on smaller maps, while not overtaxing the IndustryMonthlyLoop process.
Thanks to frosch, for nice code ideas and rewrites
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Provided by ln
I've added a little fix on currency.cpp too, why not :)
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