Age | Commit message (Collapse) | Author |
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vehicle commands.
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after refitting a road vehicle to a longer variant.
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own function.
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instead of CountBits() where possible
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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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depots didn't quite work
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overtaking in a station is not allowed
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tiles, just stay on it. This prevents the rare cases where a road vehicle would stop exactly on the border where it could not load
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first part was accounted for, so for extremely short fronts and lots after it the spreading did not work as it should.
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tile won't make a dent, 3 tiles might be a bit too much
-Feature-ish: make maximum pathfinder penalties for finding depots customisable, also increase it slightly to 20 tiles worth of penalties.
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first in the hash linked list is basically the last of the vehicles to leave the depot then due to the 'jam prevention' code all vehicles would fairly quickly increase the blocked counter and drive off all simultaniously
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through station tile didn't have a compatible road type
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-Feature: make penalty for road stop occupancy user configurable
-Fix [FS#1944]: road vehicles would not pick an empty drive through stop. Now they will *if* the penalty for driving around is less than the occupancy penalty
-Fix [FS#1495]: long (articulated) road vehicles could block loading of others when the following road vehicle already got 'permission' to go to the next bay even when it could not reach it
-Change: improve the throughput of the drive through road stops by letting them stop closer together
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of RoadStop
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a separate directory
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and simplify some things for the future
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into a seperate function
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vehicles only apply to the GRF locally, if it defines engines of that type itself.
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and cost factor and use it consistently for vehicle purchase, running cost, and refit cost.
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vehicle list/autoreplace lists instead of overflowing.
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Draw*Engine functions
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'running cost factor'.
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including of newgrf_cargo.h
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when they should.
-Codechange: Move capacity calculation to a single function for all vehicle types, so the behaviour can be kept consistent easier.
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certain commands, that change them temporarily.
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it static.
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a Engine * is already present.
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set before first callback/sprite-resolving. For RV fronts it was missing at all, causing livery selection to fail.
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0x36. Based on Terkhen's work.
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generic as it's used for more than just load/unload. Also add some documentation about where it is used.
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for more consistency and distinguishability.
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