Age | Commit message (Collapse) | Author |
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ParseIntList()
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settings.cpp
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settinsg where overwritten by those from the title game
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when explicitly changing the number of AI opponents
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running cost at the engine preview window.
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for road vehicles.
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0% to 10%, default is 7%.
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sure all members are properly initialized
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subclassing it
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in the config file has no value
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AI+Squirrel
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use strstr() instead of strncmp()
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smallmap (reworked by Alberth).
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savegames failed
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are valid
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from within a game via the console (use setting_newgame instead of setting)
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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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