Age | Commit message (Collapse) | Author |
|
|
|
their respective places.
|
|
|
|
|
|
r11642
|
|
bridge_map.h into tunnelbridge_map.h
|
|
remove useless checks
|
|
build a tram track, but the tram could become blocked.
|
|
station when trying to overtake in there.
|
|
rename it fitting to the naming style
|
|
|
|
cause they depend on Random()
-Codechange: Convert the CHANCE macros to functions and rename them fitting to the naming style
|
|
fitting to the naming style
|
|
the remaining to fit with the naming style
|
|
remaining to fit with the naming style
|
|
remaining to fit with the naming style
|
|
style
|
|
max speed when it is standing still waiting for the vehicle in from of it.
|
|
unneeded define
|
|
with the coding style
|
|
could case an assertion error. Patch by divide.
|
|
trams will turn as roadvehicles do when the player cannot build a tram track piece on the next tile without destroying anything. It will not turn when the player can build the before mentioned track piece on the 'next' tile.
|
|
90 degree turn immediately after a 180 degree turn.
|
|
people ;) (tnx fjb for noticing this bug ;))
|
|
Rubidium and skidd13)
|
|
a macro (skidd13)
|
|
overtake (not-too-long) articulated vehicles, i.e. overtaking of articulated vehicles that are several (3+) tiles long is not supported.
|
|
on bridges/in tunnels.
|
|
-Fix: assertion when selling vehicles.
|
|
the value will be reset to 0.
|
|
depot, which would still yield money.
|
|
roads going to the east.
|
|
|
|
articulated build vehicle callback returneed a different value for the purchase window than the normal build. Thanks for Dalestan and _minime_ for pointers to possible causes.
|
|
for a vehicle.
|
|
goto-depot button did not make it possible to stop the vehicle at that depot.
|
|
functions. Based on patches by skidd13, SmatZ and Belugas.
|
|
service a little more.
|
|
state while being marked const.
-Codechange: do not brute force determine the first vehicle in the chain or previous vehicle, but do it by properly accounting the previous and first pointers when updating the next pointer. This gives a performance increase of about 15% when there are a lot of vehicles in the game.
|
|
Vehicle->SetNext() so we can trap instances that change a next pointer and (in the future) update the first/previous pointers based on that.
|
|
a depot.
|
|
"methods" custom to each vehicle to determine whether the vehicle is crashed.
|
|
(properly) use a road stop still tried to go to that road stop.
|
|
articulated
road vehicle, so don't check any other parts when testing if the vehicle is
stopped inside a depot.
|
|
didn't always update correctly) (Matthias)
|
|
even though there is no track to do so.
|
|
parts of articulated vehicles as dirty, not just the front.
|
|
vehicle, not just the first part.
|
|
vehicles should not attempt to do their own pathfinding.
|
|
vehicle struct.
-Codechange: do not force "special" vehicles to be allocated in the low 1024 vehicle slots and non "special" vehicles in the rest of the slots.
|