Age | Commit message (Collapse) | Author |
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saveload.cpp instead of openttd.cpp.
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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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place to a single location.
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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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in order lists with all related problems.
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road vehicles.
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little more clear that 'transfer' is just an unload type.
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instead of two. The "TTDP compatible order" setting now only sets the default behaviour of new trains.
-Feature: allow three different load type in a single game instead of two. One can choose full load all and full load any instead of full load being governed by the "full load any" patch setting.
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savegames, looks better
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when it is reopened
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and do not 'define' VARDEF for files that do not have them anymore.
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(especially because newgrf_station.h includes a lot of stuff).
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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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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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to 128.
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when the variable can just be unsigned...
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game, just go straight back to the intro screen.
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do not set water class for them
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GetCrossingRailAxis() to improve code readability
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IsRoadDepot[Tile]() and HasTileRoadType(); and use them.
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day to calculate running cost
-Fix [FS#1739]: vehicle profit is now counted with 8bit fract, so it is now shown properly in the vehicle details window
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(Yorick)
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substract one to be on water border tiles
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for buoys at map borders
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map borders
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needed. Removed.
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the map, allowing the sea/river/canal status to also be
stored for buoys, docks, locks and depots. All these are now allowed on rivers and removal of them will revert to the
original water type.
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converted to canals in old savegames.
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gameload and crossing construction)
-Fix: crossing sound is bound to tile, not to vehicle
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crossing and after loading older savegame
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generation.
-Fix: store changes to persistent storages after performing all the game logic instead of resetting them.
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'newhouses' grf, or when loading a game with missing 'newhouses' grfs
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to be included when wanting to know whether we are a server.
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on a dedicated server. Patch by dihedral.
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