Age | Commit message (Collapse) | Author |
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coding style (and rest of the code).
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0xFF bit 10,
which is set when a vehicle was built during the exclusive testing phase.
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be used for more than just the gradual loading status.
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Change the signature of GetNewVehiclePos():
-void GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp);
+GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v);
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Replace SetSpeedLimitOnBridge() by something simpler
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directions (mart3p).
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work of mart3p.
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removal of some (by now) redundant comments.
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refactor RoadStop::AllocateBay to remove a loop condition. Suggestions by Tron.
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we are shifting the bitmask.
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road vehicles with enums. Original patch by mart3p.
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proper types instead of byte, uint etc., give variables more descriptive names and add some comments.
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functions.
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autoreplace window
-The user will notice the following changes:
All vehicle types behaves in the same way
Adding/removing an engine (new design and so on) can no longer result in the window selecting a new engine
All valid replacements will be displayed since it looks at refitting options as well (this solves the missing ships with the newships GRF)
Since you can't replace an engine into itself, the engine selected in the left list will no longer appear in the right list
-The code changes:
Instead of looping all engines all the time, each list generates a list like the build windows
This ensures consistent list generation since only one function can loop all engines
Unified code for all vehicle types
It now use the lists to call the drawing code in the build vehicle window
Works on selected EngineIDs instead of selected index in the list
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road vehicle gets its speed reset to 0 when entering a tunnel, which causes a traffic jam outside of the tunnel.
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Building a vehicle does not involve allocating orders, so do not check whether orders could be allocated
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GetRoadStopByTile() cannot return NULL. Remove therefore unnecessary check
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station is very spread out
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Turn GetPrimaryRoadStop() into a method of struct Station
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Do not try to invalidate a window which just got deleted. It is pointless
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Do not call ClearSlot() just before calling DeleteVehicle(), which does it too
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and changed a one-member enum into a static const. Simplify their naming and add some doxygen-comments to RoadStop
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values.
This lets us increase the sprite width from 14 to up to 29 bits,
effectively nulling the old sprite limit. Table changes in next commit.
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OT_LOADING and OT_LEAVESTATION) replaced by v->BeginLoading() and v->LeaveStation() calls. This should allow easy hooking of those state transitions in order to maintain vehicle loading queue.
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stillunknown and pv2b.
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renamed to .cpp)
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