Age | Commit message (Collapse) | Author |
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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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