Age | Commit message (Collapse) | Author |
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client so it is immediatelly clear which one you are working with.
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proper coordinates, pretty please!
Plus, two(2) rogue tabs found their way in.
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houses, Coordinates of the house tile
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the 1x1 building bit set was flawed with some NewGRFs. This caused the amount of houses to differ, which causes the town radii to differ, which causes desyncs when towns are expanded.
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with all other structs/classes that are in a pool.
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is queried for.
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for Houses.
This var will return the manhattan distance of the nearest house that match a given criteria.
The criterias can be: 0 : house ID/ 1 : Class ID/ 2 : grf ID
The search radius can be defined too, up to 64.
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are now drawn until first non-opaque sprite is found (bit 14 not set)
This is to balance performance, code complexity and NewGRF requirements
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variable for Houses.
Or, in more simple terms, the check for the animation frame of nearby house.
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something more than whitespace as description of files that don't have a description.
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every 256 ticks, not every tick... Also bail out of the triggers a little earlier if you know they are not going to happen anyway.
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it, i.e. testing the low bits for 0xFF or 0 instead of all bits.
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stations.
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texteff.cpp (it isn't a text effect after all). Also remove a few more functions from functions.
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instead of transparent
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descriptive
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computed right. A few other things regaring the updating had to be changed. Big thanks for support to frosch123 and SmatZ, to name just a few. (Inspired by a patch of bilbo)
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DrawTileSprites into one PalSpriteID
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one PalSpriteID
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0x62, indtile var 0x60 and industry var 0x62 to 'newgrf_commons.cpp'.
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'newhouses' grf, or when loading a game with missing 'newhouses' grfs
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unneeded include from openttd.h.
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functions.
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logical place and remove about 50% of the includes of 'functions.h'
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"rail.h" that includes way more than only "rail_type.h") includes at some places.
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style
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with the coding style
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Inversion of the two parameters of DoTriggerHouse cause a complain which was legit, in this case
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remembered.
-Codechange: Wrap all transparency settings in accessors, hiding the implementation
-Change: Clicking "transparent building" menu will toggle Houses And Trees only. The other options can be used in the transparency gui.
Initial patch by Smatz (FS#1349), with some rework by BigBB and your humble servant.
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the offset is unsigned instead of signed.
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heights (height of nothern corner instead of height of lowest corner). Patch by frosch.
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AfterLoadCountBuildings function and use the main loop of CheckhouseIDs instead
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