Age | Commit message (Collapse) | Author |
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transparent" code.
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or vice versa on slopes did not work as expected.
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variables.h to strings.h
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never be associated with a town.
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when a town builds road over tram bits.
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so they could remove the tramtrack in some cases.
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easily modified.
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callbacks 11 and 17 for
road vehicles for those who prefer the technical explanation.
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roads (because they only work for busses and lorries).
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a specific way on straight pieces of road.
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stops.
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and vice versa.
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(boekabart).
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mysterious.
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track (and vice-versa)
-Fix: you could build a drive-through station over a sloped road/tram track
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always have the tendancy to backfire?
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they are already built for another type.
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adding/removing roadtypes.
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foundation of the opposite roadtype.
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road types on a single tile.
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road types.
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something different than plain roads.
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"road" with multiple owners on a single tile.
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obvious reasons
-Codechange: introduced ZOOM_LVL_DETAIL to show/remove details
-Codechange: changed << and >> operator with ZoomLevel to a simple wrapper (that in theory also allows zoom-in besides the current zoom-out)
-Fix r9845: missed some int -> ZoomLevel
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-Codechange: use predefined enums for viewport zoomlevels
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1 - paved roads on desert tiles.
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including a new toolbar, accessible from the map menu or Ctrl X. Patch by Wolf01.
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and you are working on the ground tile, do not take aircrafts into account, as they do not pose any danger for the construction/destruction/conversion itself. Z stuff, in other words
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functions: Changed the order of error checks to generate more meaningful error messages, added some doxygen comments and replaced bitshifting by proper mathematical operations
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landscape types.
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climate, supplied
by newgrf files. When this is enabled forests cannot be built below the highest
snow line, and farms can't be built above it. Houses still use the
_opt.snow_line so they are all consistent, so to make them respect the snowline
you may want to use some newhouses features as well.
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coding style (and rest of the code).
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