Age | Commit message (Collapse) | Author |
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variables. (rubidium)
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callbacks, and check the results for validity.
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variables (using var 7B). Currently most useful for vehicle var 60.
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use it
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functions if they return the Z in pixels (like TilePixelHeight)
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the generic NewGRF animation helper class.
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TileLayoutSpriteGroup::ProcessRegisters().
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selected in cases other than 1 or 4 sprites per set.
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industry shape and location callbacks.
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tiles.
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is intentionally removed, it is only used together with 'scope'.
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continuously overwritten by e.g. industry prospection without closing the old error window; also StopTextRefStackUsage() was not called for errors returned by commands (which caused FS#4599). Now return in the CommandCost result whether the textref stack needs to be used, and store a copy of the stack values in the error window just like for the normal string parameters.
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StartTextRefStackUsage() to make it more obvious that you must call StopTextRefStackUsage() at some point. Also extent the documentation.
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to GetValue and StoreValue.
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persistent storage.
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TileLayoutSpriteGroup instead of allocating it separately.
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defined tiles that relied on the substitute being drawn were broken
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industry vars 60,61,62,63 are unsigned instead of signed
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built/randomly placed industries in the location and land slope check callbacks
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some headers
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related code
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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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callbacks 28 and 2F. (yexo)
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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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succeeded or failed command.
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tiles. (based on andythenorth' work)
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tile chain when the industry tile was part of an original industry
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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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