Age | Commit message (Collapse) | Author |
|
construction stages in spritelayouts with inconsistent number of sprites per spriteset.
|
|
|
|
items of the spritelayout to use wrong registers.
|
|
indicate the invalid waterclass in the nearby land info (0x60 ind. tiles, 0x62 houses, objects,...)
|
|
stations.
|
|
shape and location callbacks.
|
|
industry shape and location callbacks.
|
|
tiles' vars.
|
|
|
|
|
|
|
|
|
|
spritelayouts allocated on the heap, and make use of constructors and destructors.
|
|
|
|
|
|
industry vars 60,61,62,63 are unsigned instead of signed
|
|
|
|
|
|
some headers
|
|
|
|
|
|
an existing define on MinGW).
|
|
|
|
|
|
snow-mapbits are not yet available, so test the snowline variable directly (as before).
|
|
actually movable; e.g. HQ and owned land are pretty movable.
|
|
|
|
|
|
|
|
terrain type of a MP_VOID tile.
|
|
consistent with the other tiletypes.
|
|
RAIL_GROUND_HALF_SNOW. That is, resolve the sprites for upper and lower part of the foundation independently.
|
|
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).
|
|
without that newgrf available all houses became tall office blocks
|
|
|
|
SPRITE_MODIFIER_CUSTOM_SPRITE, invert its meaning, and also use it for industry/house layouts instead of IS_CUSTOM_SPRITE().
|
|
industries and houses
|
|
|
|
|
|
|
|
is either a rail station or rail waypoint tile
|
|
_house_specs[]
|
|
them map.
|
|
|
|
|
|
settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
|
|
|
|
GetNearbyTile() was wrong way around.
|
|
when mapping newgrf entities to 'real' entities
|
|
|