Age | Commit message (Collapse) | Author |
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to translate
grf-specific texts. The translations will only be shown if you're using a
language with a grf language id and if a string hasn't already been set
specifically for the language you're using.
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that are
mutually exclusive. At the same time, add an INITIALISED state which makes it
possible to check if a grf is not yet active but will be later on during the
GLS_ACTIVATION loading stage.
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velocities to from 8mph to 1km/h (peter1138), also give aircraft realsitic velocities (so that 1km/h is 1km/h independent of vehicle type) (peter1138). Introduce a flag to reduce aircraft speed in holding patterns to some realistic velocity. Use this flag for the city airport for the time being and make use of the different entry points for this airport type.
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instead of trying to do the same manually.
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mapping is now dealt with only in NewGRF code, on load where possible.
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list of cargo labels.
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support, applied to action 3s only.
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range then choose the cargo type from its refit list.
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and load custom error messages properly.
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tables with dynamically generated data. Change associated code to use new functions.
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-Fix: Off-by-one error in accessing a buffer (if you start at the second byte you have to subtract one from the size)
Also avoid an unnecessary buffer copy and strlcpy() abuse
NOTE: 0.5 candidate
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newgrf gui
window. GRFs with an error have a warning symbol shown before the name.
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file, disable the
newgrf if an action 8 hasn't been encountered yet.
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error message
in Action B is encountered. Also be more strict on the values accepted.
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struct array (with accessor) and implement new initialization method using cargo labels.
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and 0
terminate them if they aren't, so we don't read beyond the end of the
memory allocated for the line.
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already know it isn't.
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is a single-headed. Only do it if it previously had no power and that now there is. Or something...
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a sprite is too big to fit (ships and aircraft only)
-Codechange: depot windows default now makes a 1x1 matrix and resize the window by block size*number of blocks
This will make less vehicle type specific code and easier to read resizing based on sprite sizes
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VEH_Train is 0, VEH_Road is 1 and so on
This means that "v->type" can be used as array indexes instead of VehTypeToIndex() (or "v->type - VEH_Train/0x10 as the code still used in some places)
Surprisingly this can be done without changing the savegame format
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original 16384 sprite limit. If not, fail and disable the NewGRF.
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switch to wagon if power is zero. .Or something.
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flags of RailVehInfo, as well as changing the code to reflect the fact that it was not a flag but rather a one value only variable. Doing so, some evaluations have been simplified.
-Codechange: Add and use RAILVEH_SINGLEHEAD when railveh_type is set to 0, which was implicit before.
-Cleanup: Remove some extraneous parenthesis.
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helicopter and remove some magic numbers related to the subtype.
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-Codechange: Move the railtype from EngineInfo to RailVehicleInfo, because having a railtype for non-rail vehicles isn't that useful
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values.
This lets us increase the sprite width from 14 to up to 29 bits,
effectively nulling the old sprite limit. Table changes in next commit.
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pointer to allocated memory instead of modifying the pointer given as parameter
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processing if a length is too short, so give the function a return value
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stillunknown and pv2b.
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renamed to .cpp)
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