Age | Commit message (Collapse) | Author |
|
|
|
UpdateAll[Type]VirtCoords.
|
|
|
|
SelectCompanyLiveryWindow wasn't working as expected
|
|
references
|
|
|
|
that bit 7... but it was a word wasting space etc.
|
|
GetNextVehicle(), GetPrevVehicle(), GetNextUnit(), GetPrevUnit() members of Train
|
|
functions
|
|
Is/Set/HasArticulatedPart member of RoadVehicle.
|
|
Set/ClearArticulatedPart(), Set/ClearWagon(), Set/ClearEngine(), Set/ClearFreeWagon() and Set/ClearMultiheaded() members of Train
|
|
IsTrainWagon(), IsMultiheaded(), EngineHasArticPart() and IsRearDualheaded() members of Train
|
|
|
|
|
|
warn when used inside function
|
|
|
|
all subsidies
|
|
when converting older savegames
|
|
duplicates (only for old savegames) and tiles that weren't animated
|
|
whatever has been actually unloaded and perform the payment when unloading has finished. This fixes, amongst others:
* cheating by starting to unload and after getting paid rushing to the depot to get sold (or unloading, loading and getting paid again for the remainder)
* cargo being dropped onto a station at the moment a stockpiling industry doesn't accept it anymore
* industries getting cargo that has not been unloaded yet and subsequently dumping it back on the station in one go
Note: you will now get paid after the unloading has finished, so you'll have to wait a bit longer for 'your' money.
|
|
_house_specs[]
|
|
|
|
town_type.h to separate files
|
|
instead of searching them everytime payment is made
|
|
savegame, load the latest version of the same AI instead of a random AI.
|
|
|
|
|
|
|
|
savegames was broken
|
|
tile 0 after loading TTO/TTD savegame
|
|
easily be calculated, it isn't used often and now changing extend_vehicle_life in game has some effect.
|
|
missing NewGRFs; only happens when assertions are disabled and NewGRFs are missing.
|
|
Company::IsValidHumanID(), don't use IsHumanCompany() where possible
|
|
as bitmasks
|
|
casts when converting Vehicle to specialised vehicle types. Includes safety check
|
|
they can head for somewhere else instead of stumbling over a ghost.
|
|
code style.
|
|
warning
|
|
|
|
for all vehicle types
|
|
company-based settings, so in a multiplayer game everyone can change them.
|
|
reached like break after returns or break after functions that never return (i.e. NOT_REACHED)
|
|
source station is deleted
|
|
|
|
struct so (some vehicle related) NewGRF cache 'desyncs' can be tested easier.
|
|
|
|
from VehicleRail to Train
|
|
|
|
|
|
|