Age | Commit message (Collapse) | Author |
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returning D0xx texts.
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TILE_HEIGHT for the snow line code
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functions if they return the Z in pixels (like TilePixelHeight)
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construction stages in spritelayouts with inconsistent number of sprites per spriteset.
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items of the spritelayout to use wrong registers.
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indicate the invalid waterclass in the nearby land info (0x60 ind. tiles, 0x62 houses, objects,...)
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stations.
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shape and location callbacks.
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industry shape and location callbacks.
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tiles' vars.
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spritelayouts allocated on the heap, and make use of constructors and destructors.
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industry vars 60,61,62,63 are unsigned instead of signed
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some headers
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an existing define on MinGW).
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snow-mapbits are not yet available, so test the snowline variable directly (as before).
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actually movable; e.g. HQ and owned land are pretty movable.
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terrain type of a MP_VOID tile.
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consistent with the other tiletypes.
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RAIL_GROUND_HALF_SNOW. That is, resolve the sprites for upper and lower part of the foundation independently.
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use that for Terrain Type variables, instead of always only using the tile Z position. Also use the maximum Z of a tile for tiles which usually have levelling foundations (stations, houses, industries, unmovables).
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without that newgrf available all houses became tall office blocks
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SPRITE_MODIFIER_CUSTOM_SPRITE, invert its meaning, and also use it for industry/house layouts instead of IS_CUSTOM_SPRITE().
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industries and houses
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is either a rail station or rail waypoint tile
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_house_specs[]
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them map.
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