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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pointer since they are never NULL.
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coding style
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house and industry tiles
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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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if a header require a header make it include that header
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town_type.h to separate files
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something more than whitespace as description of files that don't have a description.
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stations.
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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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'newhouses' grf, or when loading a game with missing 'newhouses' grfs
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favor of "just" using an untyped integer.
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Currently only used for newhouses.
Basically, it is more a gathering of IDs from grf files and ingame data.
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complete support for
the newhouses grf specs, so all newhouses grfs will be playable in the game.
Many thanks to everyone who contributed code and ideas, and all the testers
who found things we missed.
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