Age | Commit message (Collapse) | Author |
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global variable
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primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist.
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wrong.
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uniform naming of the thing instead of using both names for the same thing.
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array' in the oldloader.
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statically 'waste' memory when the old name array is not needed anymore.
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including other headers in variables.h.
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depot_base.h and remove quite a lot of unneeded (before this) includes of depot.h.
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functions and move the 'normal' case Pack/Unpack to Order.
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unneeded inclusions of engine.h and/or replace them with engine_type.h.
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station_func.h.
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(profits, ...) due to a 'reallocation' for vehicle type conversion. The conversion is now done before loading the vehicle chunk.
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'garbage' that was sprinkled in some places.
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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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ID. Rename this to preview_player_rank and change back to a uint8 to avoid confusion.
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duplication.
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remove them from TTDP games.
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of for-loops
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unneeded include from openttd.h.
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now attached to their object directly and there is
no limit to the amount of names.
-Fix: NewGRF engines could not be renamed.
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structs to a place where they are only included a few times.
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(it relied on previous runs) but there is no need to invalidate window data during game load as the windows in question cannot be open.
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single location.
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needed.
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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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single file and do not include gfx.h everywhere to get a Point type.
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their respective places.
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fitting to the naming style
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remaining to fit with the naming style
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style
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with the coding style
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games. Inspired on a patch by SmatZ.
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yet loaded.
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for example) would give a new vehicle spree, even though the vehicles were introduced decades ago.
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savegame loading
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