Age | Commit message (Collapse) | Author |
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It is skipped when NPF is in use.
It is trivial to work around by adding and removing dummy orders.
It is mostly alleviated by the ship path cache in YAPF.
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movement glitch.
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turning.
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slightly further distance when following orders.
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The value is either unused or always the same as this->direction.
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VehicleSpriteSeq.
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private
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sprites. (Based on patch by Eddi)
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speed for vehicles.
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out some indirect calls
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draw different sprites on the map and in various GUIs.
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account.
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GroundVehicleBase to reduce typing
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instead of recalculating it every time.
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SpecializedVehicle in order to improve performance
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if a header require a header make it include that header
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vehicles; they are identical
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constructor will zero the whole class. This caused all vehicle indices to be 0, which causes all kinds of trouble.
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instead of constructor of each vehicle type
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for all vehicle types
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was deleted
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something more than whitespace as description of files that don't have a description.
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primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist.
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WindowClass lookup
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using correct types and less duplication.
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road vehicles.
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unneeded inclusions of engine.h and/or replace them with engine_type.h.
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with an OnNewDay method in the Vehicle class
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needed.
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useless includes.
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their respective places.
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a depot.
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