Age | Commit message (Collapse) | Author |
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inclusion. Time for P and Q files
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location :(
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coding style (and rest of the code).
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- introduce a new format (with backward compatability) that is more clear and needs a much simpler face drawer
- replace tons of ifs/switches/magic numbers by table lookups
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by goto
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files with the @file tag as well as a few general comments style
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autoreplace window
-The user will notice the following changes:
All vehicle types behaves in the same way
Adding/removing an engine (new design and so on) can no longer result in the window selecting a new engine
All valid replacements will be displayed since it looks at refitting options as well (this solves the missing ships with the newships GRF)
Since you can't replace an engine into itself, the engine selected in the left list will no longer appear in the right list
-The code changes:
Instead of looping all engines all the time, each list generates a list like the build windows
This ensures consistent list generation since only one function can loop all engines
Unified code for all vehicle types
It now use the lists to call the drawing code in the build vehicle window
Works on selected EngineIDs instead of selected index in the list
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flags of RailVehInfo, as well as changing the code to reflect the fact that it was not a flag but rather a one value only variable. Doing so, some evaluations have been simplified.
-Codechange: Add and use RAILVEH_SINGLEHEAD when railveh_type is set to 0, which was implicit before.
-Cleanup: Remove some extraneous parenthesis.
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-Regression (r8314): I only did half the necessary changes to move railtype from Engine to RailVehicleInfo. Now do the rest.
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include that
instead of using externs. Also move DrawPlayerIcon from graph_gui.cpp to
players.cpp.
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values.
This lets us increase the sprite width from 14 to up to 29 bits,
effectively nulling the old sprite limit. Table changes in next commit.
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stillunknown and pv2b.
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renamed to .cpp)
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