Age | Commit message (Collapse) | Author |
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it turn in the correct direction first before continuing
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then 45 degrees while in flight
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offset of items within a struct that are within a struct
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GetNextVehicle(), GetPrevVehicle(), GetNextUnit(), GetPrevUnit() members of Train
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Is/Set/HasArticulatedPart member of RoadVehicle.
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Set/ClearArticulatedPart(), Set/ClearWagon(), Set/ClearEngine(), Set/ClearFreeWagon() and Set/ClearMultiheaded() members of Train
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IsTrainWagon(), IsMultiheaded(), EngineHasArticPart() and IsRearDualheaded() members of Train
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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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for all vehicle types
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reached like break after returns or break after functions that never return (i.e. NOT_REACHED)
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struct so (some vehicle related) NewGRF cache 'desyncs' can be tested easier.
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from VehicleRail to Train
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time, binary size and run time (with asserts disabled) should be improved
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In the first phase, indexes are stored. In the second phase, indexes are checked for validity and converted to pointers
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PoolItem::GetPoolSize()
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converted causing corrupt/invalid orders when loading pre 0.7 savegames.
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sources too
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VehiclePositionChanged and EndVehicleMove.
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coord.(left,right,top,bottom), i.e. use Rect.
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front vehicles just like it is done on construction.
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for the correct type on loading a game. This prevents a crash/assertion failure if required NewGRFs are not available. This won't make the game playable, but will let you see what NewGRFs are required.
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state instead of 'stopped' (this problem doesn't affect trains in depot)
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'recent') savegames to have zero cur_speed while stopped (cooperation with frosch123)
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and non-front engines
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loading old savegame
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after converting old savegames
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