Age | Commit message (Collapse) | Author |
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Formally it was only done on exit. This means that if it crashes
changes in settings were not stored. This is often rather
frustrating. Additionally, targets (like emscripten) where people
are unlike to use "Exit Game", will never see their configuration
stored.
The drawback is that on every setting change there is some minor
I/O of writing the ini file to disk again.
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When the restart command is issued, a normal map is always spawned.
This improvement takes into account the current state of _file_to_saveload to check if a savegame/scenario/heightmap was previously loaded, and loads the same resource again.
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ScriptGame::GetLandscape (GameScript only)
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instead of declaring it in 6 other files
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without b installed
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and station names (Zuu)
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(partly by planetmaker).
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existing comments
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consisted of unrelated values use static const (u)int
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and DECLARE_ENUM_AS_BIT_SET
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player that was 'not enough players'/'waiting on join'-paused
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in the pause mode
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make the help show how it works and how it doesn't work
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-Fix [FS#2864]: autopause and manual pausing conflict with eachother
-Fix: new game + pause on new game + autopause make the game not unpause on the first join
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hardcode the values for that enum.
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as GameMode instead of as byte.
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variables.h so one doesn't need to include openttd.h before variables.h.
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locations.
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from openttd.h to their own headers.
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something more than whitespace as description of files that don't have a description.
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toolbar is a rail toolbar, but use the window number.
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saveload.cpp instead of openttd.cpp.
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openttd.h) to engine_type.h.
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waypoint.h (and openttd.h) to waypoint_type.h.
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DrawPixelInfo.
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openttd.h) to order_type.h.
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openttd.h) to group_type.h.
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openttd.h) to station_type.h.
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when the variable can just be unsigned...
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Patch by Yexo.
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unneeded include from openttd.h.
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