Age | Commit message (Collapse) | Author |
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GetTileTrackStatus().
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(spotted by michi_cc)
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over existing road with vehicle on it, or do not fail at all
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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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bridges (spotted by _minime_)
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DrawTileSprites into one PalSpriteID
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one PalSpriteID
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IsRoadDepot[Tile]() and HasTileRoadType(); and use them.
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is a vehicle on it
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building transparency settings
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road stops, ship depots and buoys too. Update owners of water and road.
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property to allow further fixes
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of p1 for CMD_REMOVE_ROAD
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GetTunnelBridgeLength() and/or GetOtherTunnelEnd() instead
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roadtypes would need different foundation
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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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comments on town zones
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unneeded include from openttd.h.
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command can be executed.
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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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vehicle color mapping so the vehicles use the new owner color
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functions.
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useless includes.
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map.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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'global' window related types, on that defined 'global' window functions and one that defines functions and types only used by *_gui.cpps.
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-Codechange: merge DoConvert functions into one, make test and exec runs the same for tunnels/bridges
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r11642
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bridge_map.h into tunnelbridge_map.h
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remove useless checks
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tunnel/bridge when there was vehicle in it
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cause they depend on Random()
-Codechange: Convert the CHANCE macros to functions and rename them fitting to the naming style
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fitting to the naming style
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style
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available (SmatZ)
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