Age | Commit message (Collapse) | Author |
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when setting the number of AIs to non-zero when you don't have AIs
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changed in-game
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code plus some minor optimisations (Terkhen)
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if a header require a header make it include that header
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of using _local_company to pass that information, with the whole mess when you don't want the company to be _local_company.
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pathfinder_type.h
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a separate directory
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timetable window. Based on work by PhilSophus.
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TheJosh, GeekToo, Terkhen and others)
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before the details string.
Gentlemen, swap your string parameters.
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signal GUI
-Codechange: move the state updates from OnPaint
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settings in the scenario editor. Also re-enable changing some difficulty settings (e.g. max loan) in the scenario editor.
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@param to @tparam if necessary
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which were sometimes missing and sometimes just typos
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for more consistency and distinguishability.
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other functions already.
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them wrt. duplicate GRF IDs.
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relatives
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UpdateAll[Type]VirtCoords.
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level to avoid glitches on the difficulty button
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IsTrainWagon(), IsMultiheaded(), EngineHasArticPart() and IsRearDualheaded() members of Train
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instead of searching them everytime payment is made
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commands expect an integer but don't get one.
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for a new company instead of zeroing them.
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for all vehicle types
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company-based settings, so in a multiplayer game everyone can change them.
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reached like break after returns or break after functions that never return (i.e. NOT_REACHED)
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with calls to CmdChangeCompanySetting
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settings: the default set in the main menu / config file is now really the default for a new company, and changing the value in game will no longer change the default for new companies.
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unnecessarily add it.
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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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CompanySettings struct
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cause of the problem, r16129 just causes it to be triggered.
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