Age | Commit message (Collapse) | Author |
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Frame rate and various game loop/graphics timing measurements and graphs. Accessible via the Help menu, and can print some stats in the console via the fps command.
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The value is either unused or always the same as this->direction.
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_roadveh_depot_exit_trackdir was just a copy of
DiagDirToDiagTrackdir. (cirdan)
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_road_enter_dir_to_reachable_trackdirs was just a copy of
DiagdirReachesTrackdirs. (cirdan)
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VehicleSpriteSeq.
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crashed for vehicles taking over.
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ScaleGUITrad().
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front when determining if a RV can overtake.
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purchase lists.
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Vehicle class
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private
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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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through a curve.
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non-sense, the 'true' case is required for articulated parts and the 'false' case is required for savegame compatibility.
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state containing a TrackDir... well comparing apples and pears. Occasionally they would be the same and occasionally not; at least without any logic behind it.
Since the occasions that the false branch was taken never resulted in a bug report, I highly doubt that removing it completely affects anything... except the visual speed of cornering in a numer of corners (<50%) and visual speed in an old style road stop.
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during (un)loading.
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RV and trains by incrementing it also for articulated RV parts.
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and Count(), and replace them with VehicleCargoList::StoredCount(), TotalCount(), StationCargoList::AvailableCount() and TotalCount(). (fonsinchen)
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no longer respect bridge speed limits.
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appropriately on creation (peter1138)
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(peter1138)
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sprites. (Based on patch by Eddi)
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for vehicle variable 4C.
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values via CB 11.
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consistent across vehicle types and add IsChainInDepot instead, if that is what shall be checked.
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in a chain (i.e. primary vehicle or free wagon).
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different to Train::IsInDepot.
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articulated parts.
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vehicles change according to the vehicle length to make alignment easier.
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NewsFlag instead.
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