Age | Commit message (Collapse) | Author |
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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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with GetDepotIndex(tile)
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prelimiary destination (for the pathfinder heuristics) is unreachable.
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for the rail pathfinder
-Fix [FS#3057]: road vehicles forgetting their servicing order when the path takes them away (in bird distance) from their destination first
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sprite changes.
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relatives
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road vehicles; only ROAD isn't always enough. Also unify the way of writing it.
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DrawRoadVehImage.
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functions
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Is/Set/HasArticulatedPart member of RoadVehicle.
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prevent unnecessary inclusion newgrf.h anyway
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to not confuse it with image_index from *VehInfo.
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casts when converting Vehicle to specialised vehicle types. Includes safety check
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code style.
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vehicles in more places. Esp. they were only invalidated for trains.
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for all vehicle types
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company-based settings, so in a multiplayer game everyone can change them.
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constant and unduplicate a few lines.
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