Age | Commit message (Collapse) | Author |
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code.
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objects can be build, but check it directly in the pool so we do not have to call destructors in the testing phase. Stations still use the autoptr though.
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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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instead of transparent
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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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while partially in a depot
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for signs and SIGNAL for signals :)
Always check your terms with your nearest british ;)
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some more meaningful values.
This allows to remove an unnecessary subtraction in the MAYBE_DAW_SIGNAL macro, who was waiting for an offset, at the first place.
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affect anything in this case but is bad form.
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roads as this allowed competitors to remove the one-way state.
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GetTileTrackStatus().
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GetCrossingRailAxis() to improve code readability
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there can be less checks in pathfinders for depots/stations/tunnels/bridges
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DrawTileSprites into one PalSpriteID
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one PalSpriteID
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-Codechange: undefine a defined macro once work is finished, just in case
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IsRoadDepot[Tile]() and HasTileRoadType(); and use them.
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why normal electric signals are handled specially.
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not on height of the lowest part of the tile
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property to allow further fixes
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GetTunnelBridgeLength() and/or GetOtherTunnelEnd() instead
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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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non-flat tiles, too.
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or industry tile
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building/removing a large block of track/signals/station
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complex detection later
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unneeded include from openttd.h.
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long track
-Codechange: use dedicated pathfinder for signal updating, resulting in better performance and possible future improvements
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some type safety.
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of a global variable. Patch by Noldo (FS#1114).
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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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layouts; forcing a sprite to always be opaque.
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functions.
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converting railtype
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useless includes.
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map.h).
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their respective places.
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