Age | Commit message (Collapse) | Author |
|
|
|
savegames if they could totally mess with the game's behaviour
|
|
names failed
|
|
chunk caused assert
|
|
others were still regular inline), but make sure inline is always a 'forced' inline (I am looking at you MSVC)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
and safe/load (Rubidium)
|
|
coding style
|
|
|
|
|
|
didn't work anymore
|
|
messages when that's possible
|
|
strings, again making it possible to return multiple errors
|
|
error.h
|
|
generator would trigger a "savegame corrupt" exception
|
|
|
|
|
|
|
|
|
|
|
|
of a company.
|
|
|
|
each town (michi_cc).
|
|
|
|
parts some compilers failed at, are integrated in other parts of the code now too
|
|
comments in the code. It was silly to name me like that to begin with ;) (based on patch by HackaLittleBit)
|
|
|
|
|
|
|
|
frosch for spotting)
|
|
|
|
framework to store goals of a town
|
|
Incoming based on TownEffect, outgoing based on CargoType (based on patch by Terkhen)
|
|
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.
|
|
amount of towns into a reusable struct.
|
|
const_cast
|
|
|
|
|
|
|
|
changes to reduce casting
|
|
use it
|
|
functions if they return the Z in pixels (like TilePixelHeight)
|
|
|
|
savegame, just like it's running when NewGRFs are changed during a game
|
|
draw different sprites on the map and in various GUIs.
|