Age | Commit message (Collapse) | Author |
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disaster vehicles was not correct in saveload description
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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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when they are not supposed to, and truncate cargo appropiately if they are allowed to.
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cases where it worked were corner cases rather than the general case.
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improved loading) instead of calculating if for every cycle
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appropriately on creation (peter1138)
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ispercent (peter1138)
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(peter1138)
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current vehicle order.
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vehicle enters a new railtype.
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minimalize the work done where possible
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depend on the vehicle length instead of being fixed at 4/8th of the original vehicle length to make sure shortened vehicles don't block tiles they shouldn't block.
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changes to reduce casting
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draw different sprites on the map and in various GUIs.
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caused crashes during load
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vehicles when converting savegames.
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as no real order influencing path finding is added
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orderlist
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to an invalid savegame, use SlErrorCorrupt instead
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"front engine" conversion was done for road vehicles, so road vehicles didn't have orders anymore
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non primary vehicles (wagons and such) could have unitnumbers or even orders. However, these orders would not be updated when a station is removed. As such some savegames have wagons with current orders to invalid stations which triggers trouble in the load conversion. So, trash any orders/unitnumbers a non-primary vehicle has.
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new pool items while loading old savegames
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and cur_real_order_index to keep track of the current real order in an unambiguous way.
-Fix [FS#4440]: Automatic orders behave now stable wrt. service orders and are not added or removed depending on the need of servicing.
-Fix: Various other issues with automatic orders, e.g. vehicles getting stuck with "no orders" when there are automatic orders at the end of the order list.
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gcache.last_speed/SetLastSpeed as well
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make SetLastSpeed a function of GroundVehicle
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reinitialising some vehicle structures due to NewGRF changes
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trains.
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train names.
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causing incorrect sprites to be displayed.
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road vehicles and trains.
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IsSavegameVersionBefore().
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IsSavegameVersionBefore().
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instead of recalculating it every time.
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savegames; don't crash on saveload related NOT_REACHEDs, just show the user an error that the savegame is corrupted
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some headers
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never used
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checking savegames (empty for now).
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seperate class
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-Add: Required acceleration functions at RoadVehicle.
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