Age | Commit message (Collapse) | Author |
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when building long roads.
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success/failure, use a had_success boolean.
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TunnelBridgeIsFree() and return a CommandCost status.
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CMD_REMOVE_LONG_ROAD
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copy of *this.
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rail types. (To be documented...)
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instead of CountBits() where possible
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charged for removing the foundations.
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is an obstacle in the way.
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access tiles anymore after clearing them; that fails either in test or exec run.
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wrapper functions
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if a header require a header make it include that header
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building rail; build upon the first obstruction instead of failing totally. Patch by Terkhen.
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is represeting. Based on work by Terkhen
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trying to make one way roads of town owned roads
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foundations as DrawGroundSprite() does, and use this for drawing one-way-road-signs and clear-land-fences.
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pieces was inverted.
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to reduce the include 'pathfinder' dependencies
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a separate directory
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building/removing unmovables (new objects), building/removing rail-waypoints/buoys, interacting with town-authority, building foundations, funding primary industries (when not prospecting) and towns.
If a GRF does not set price multipliers for these new prices, but for the previously used ones, the old modifiers will be propagated to the new bases.
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@param to @tparam if necessary
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which were sometimes missing and sometimes just typos
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with GetDepotIndex(tile)
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all cases instead of only for ships; makes removing road/rail depots not crash :)
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vehicles, otherwise it gets distracted and bails out
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roadstation / roaddepot with road
to be consistent with overbuilding the front tile of tunnels/bridges and also to make it easier for AIs to
connect roadstations and roaddepots to the road in front of it
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relatives
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one-way when it doesn't belong to you
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functions that return a bool and that return TrackBits; GetRailStationReservation vs GetRailwayStationReservation, which one returns the bool and which one the TrackBits?
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clean construct for invalidating nearest town for road tiles
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