Age | Commit message (Collapse) | Author |
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consisted of unrelated values use static const (u)int
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industries from construction callbacks 17, 28 and 2F. That is: The randombits the house/industry will start with, if construction succeeds.
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callbacks and values of variables
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and cancel object placement when selecting not available industries.
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divisions with rounding.
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generally extent it to handle 32 bits.
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lots of industry types.
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and caused NewGRF trouble.
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Industry.
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check a bit
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not cause a crash.
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DoCreateNewIndustry().
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CreateNewIndustryHelper().
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succeeded or failed command.
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the way" showed the to-be-built industry twice, instead of the to-be-built industry and the industry that's in the way
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replaced by 'site unsuitable'.
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CheckIfCallBackAllowsCreation().
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CheckIfIndustryTilesAreFree().
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CheckIfIndustryIsAllowed() and CheckIfFarEnoughFromIndustry().
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available.
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FindTownForIndustry().
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generator.
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incorrectly and in some cases circumvented the density difficulty setting.
-Change: Do not scale the number of industry creations during map creation with the number of available industry types.
-Feature: [NewGRF] Implement special industry flag 0x10000.
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properly check for crossing north border of map. Also don't consider MP_VOID tiles as water.
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also for drawing of default industries. They are compatible since the bubblegenerator is also randomly recoloured.
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wrapper functions
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if a header require a header make it include that header
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when building a station could be incorrect (missing a cargo)
-Change [NoAI]: AITile::GetCargoProduction now returns the number of producers and not the number of tiles of producers.
-Fix [NoAI]: AITileList_IndustryProducing would omit some tiles for at which a station would get cargo.
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variables. Also make use of TileArea functions for determining the 'width' and 'height' of an industry.
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on water were not marked dirty
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building/removing unmovables (new objects), building/removing rail-waypoints/buoys, interacting with town-authority, building foundations, funding primary industries (when not prospecting) and towns.
If a GRF does not set price multipliers for these new prices, but for the previously used ones, the old modifiers will be propagated to the new bases.
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