Age | Commit message (Collapse) | Author |
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(for roads) and ScriptTunnel:BuildTunnel (for roads) to work for GameScript
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updated when converting rail or building level crossings.
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related variables
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functions use int z as well
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for the terraform code
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from the bridge code
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TILE_HEIGHT for the snow line code
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use it
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functions if they return the Z in pixels (like TilePixelHeight)
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steep slopes.
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or tunnel was undercalculated (adf88)
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enum values. (Eddi)
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existing comments
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with NewGRF railtypes (andythenorth)
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call CMD_LANDSCAPE_CLEAR in test-mode from exec-mode
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some headers
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roads. This allows one wayness to be removed if there are vehicles on a tile; it does not allow you to add one wayness to roads that have vehicles on them as it makes turning vehicles jump
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the first ownership error (Krille).
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missed :)
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remove nonexistant roads (Krille).
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removing roads.
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crossings per railtype.
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the new railtypes
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and waypoints are named
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the number of used bits.
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when building long roads.
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success/failure, use a had_success boolean.
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