Age | Commit message (Collapse) | Author |
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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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settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
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GetNearbyTile() was wrong way around.
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when mapping newgrf entities to 'real' entities
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0x62, indtile var 0x60 and industry var 0x62 to 'newgrf_commons.cpp'.
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newgrf industry type to 'real' industry type
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implying that the only condition an override could be placed in a slot is that there were no previous override.
That is not exact: the slot must not have been occupied by an industry coming from a grf.
So now, tourist center is available if more then one grf is used
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already been overridden, mark the new candidate as not being an override
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the magic value of 0xFF when assigning a new tileID. This is really important, since the value is reserved for water checking.
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After double checking with ttdpatch, behaviour is now more alike (Eddi)
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