Age | Commit message (Collapse) | Author |
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estimate for YAPF too (NPF already does so). This makes it behave 'better' with wide stations.
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train-station, when there is none.
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client so it is immediatelly clear which one you are working with.
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reserve a path. (michi_cc)
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(michi_cc)
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settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
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-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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something more than whitespace as description of files that don't have a description.
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depot_base.h and remove quite a lot of unneeded (before this) includes of depot.h.
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function can be used
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station_func.h.
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GetTileTrackStatus().
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IsRoadDepot[Tile]() and HasTileRoadType(); and use them.
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to reverse on junction tiles. (spotted by SmatZ)
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-Fix: Ships can drive through opponents' ship depots. (Thanks SmatZ)
-Codechange: Split NPFFollowTrack() in smaller parts.
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GetTunnelBridgeLength() and/or GetOtherTunnelEnd() instead
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some type safety.
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needed.
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determined at some places
-Fix: adding road/tram to tram/road bridge was cheaper by one tile
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useless includes.
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map.h).
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logical place and remove about 50% of the includes of 'functions.h'
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logical locations.
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r11642
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bridge_map.h into tunnelbridge_map.h
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style
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with the coding style
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some new slopes. Patch by frosch.
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"road" everywhere except in the tile type.
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when you start a new game; can't find any other memory leaks we can fix.
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road types on a single tile.
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and into landscape.h, and add a few where they didn't exist.
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coding style (and rest of the code).
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Remove the unused second parameter from GetTileRailType()
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work of mart3p.
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