Age | Commit message (Collapse) | Author |
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inlineable. Speedup sprite resolving by about 8 percent.
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include the new triggers.
-Fix: [NewGRF] Reset used random triggers only after all A123 chains have been resolved, so that all RA2 in all chains can test the shard triggers. This also includes multiple RA2 in the same A123 chain.
-Fix: [NewGRF] Industry random triggers are stored per tile, even when randomising the shared random bits of the parent industry.
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VehicleSpriteSeq.
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the wrong GRF in case of callback 1D.
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current limits)
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to the ground or too far away (based on patch by ic111)
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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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constructor.
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available' instead of zero when using it in invalid callback contexts.
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position within an articulated vehicle.
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pointer since they are never NULL.
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90c920601c84975acb694f3673e2beb08b013753)
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and Count(), and replace them with VehicleCargoList::StoredCount(), TotalCount(), StationCargoList::AvailableCount() and TotalCount(). (fonsinchen)
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(peter1138)
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Eagle_rainbow)
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ResolverObject::scope and count.
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for adding derived classes.
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signed.
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(recolour) and re-randomisation.
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unknown reason. (Hirundo)
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the previous savegames, but only ever from the current one.
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list properly by source GRF, but also consider engine GRFID overrides.
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speed for vehicles.
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current capacity of a vehicle.
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Returning cur_image is a potential desyncer due to Action1 in static NewGRFs.
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of vehicles without NewGRF. So, let it.
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the wrong GRF.
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GetVehicleProperty().
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var 42.
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variables (using var 7B). Currently most useful for vehicle var 60.
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draw different sprites on the map and in various GUIs.
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Vehicle to simplify code.
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available in the purchase list.
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curvature/position difference to the n-th vehicle in vehicle chain.
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vehicle chain in VarAction 2.
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for a non-front aircraft.
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tiles.
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