Age | Commit message (Collapse) | Author |
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TileLayoutSpriteGroup instead of allocating it separately.
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id of an original house
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some headers
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house and industry tiles
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[GS]et[Statation|Object|Industry|House]AnimationFrame
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it for more spritegroups
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missed :)
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logical location
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industries from construction callbacks 17, 28 and 2F. That is: The randombits the house/industry will start with, if construction succeeds.
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industries and houses during construction callbacks.
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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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if a header require a header make it include that header
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industries and houses
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using default sprites.
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num_sprites (as in number of sprite sets) is not the same as num_sprites (as in number of building sprites)
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foundations and to disable slope changes, like industry tile callbacks 30 and 3C.
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north tile.
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_house_specs[]
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town_type.h to separate files
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Company::IsValidHumanID(), don't use IsHumanCompany() where possible
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instead of using a big union
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PoolItem::IsValidID(index)
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not yet built.
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were incorrect after 0xFF had been reached and could desync clients joining afterwards.
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color and colour.
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array instead of the construction year.
Note: Savegames from r13437 to now are broken and have a age of 255 years for a lot houses.
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PALETTE_MODIFIER_COLOR in spritelayout drawing.
-Fix [FS#2419]: The modifiers were not applied in all cases.
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colour.
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(Houses), IndustryDrawTileLayout, DrawStationTile, DrawTile_Station and DrawTile_Track (Waypoint).
Now transparency options, PALETTE_MODIFIER_TRANSPARENT and SPRITE_MODIFIER_OPAQUE should work for all of them.
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