Age | Commit message (Collapse) | Author |
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(#9350)
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terminated when being read from the savegame
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It was rather confusing which one was for what, especially as some
SaveLoad flags were settings-only. Clean up this mess a bit by
having only Setting flags.
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we had
While at it, replace OTTD_ASSERT with WITH_ASSERT, as this
is always set if assert() is valid. No matter if NDEBUG is set
or not.
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Basically, this changes "SaveLoad *" to either:
1) "SaveLoadTable" if a list of SaveLoads was meant
2) "SaveLoad &" if a single entry was meant
As added bonus, this removes SL_END / SLE_END / SLEG_END. This
also adds core/span.hpp, a "std::span"-lite.
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that) in the middle of a C-string
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(#9306)
This is mostly done as there are now constraints on settings.ini you might not
expected. For example, conditional settings always have to come last, as otherwise
they would influence the index.
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It is not nice to have your definition say you won't change a value
while in fact the whole reason for your existance is to change it.
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This could have unwanted side-effects, as it could change the
source for ever and ever.
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This to be more explicit the function changes the value, and not
returns yes/no.
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distinction between (non)company
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resolved statically
This as during construction the sub class has not been initialized yet, and
during destruction the sub class has already been destroyed, so the overriding
virtual function would be accessing uninitialized data.
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comments) (#9203)
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CMD_SET_GROUP_FLAG.
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allocated instead of crashing the whole game
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CheckCompanyHasMoney() was also executed when not using DC_EXEC,
resulting in an error about shortage of money instead of the
estimation.
This mostly is a problem for AI players, as they will have no
way to know how much it would have cost.
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effect if needed (#8573)
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cargo (#8544)
Of course this translates into AICargo.GetName() for AIs and
GSCargo.GetName() for GameScripts.
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Also enables the Reset button while in-game for AI configs.
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