Age | Commit message (Collapse) | Author |
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cargo to/from their neutral station. (#7234)
This change is a controlled by a game setting, located under Environment ->
Industries which allows toggling the behaviour. It defaults to enabled.
"Company stations can serve industries with attached neutral stations"
When enabled, industries with attached neutral station (such as Oil Rigs) may
also be served by company-owned stations built nearby. This is the traditional
behaviour.
When disabled, these industries may only be served by their neutral station.
Any nearby company-owned stations won't be able to serve them, nor will the
neutral station serve anything else other than the industry.
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to its own function.
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from the savegame
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complete variables upon saveload
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having picked any of the cargo, and prevent houses and industries providing more cargo
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with actual pickup), s/acceptance_pickup/status/ (the enum isn't called GoodEntryStatus for a reason; it's not only acceptance and pickup anymore)
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pointer since they are never NULL.
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normally pick them anymore.
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getting picked
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routing cargo if necessary
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at the origin station
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descriptive function
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GoodsEntry::time_since_pickup.
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via wrapper function.
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Doxygen improvements.
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others were still regular inline), but make sure inline is always a 'forced' inline (I am looking at you MSVC)
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out some indirect calls
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by not crashing when loading such savegame or when an airport is removed
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more likely to be updated [o-s].
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doubly penalised when distributing cargo. Now the penalty is completely removed and the granularity/precision of the distribution in increased by using fractional cargo. This should make competing stations less "all-or-nothing".
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depots, stations and vehicles (Krille)
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some headers
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station struct and use it to rotate hangar tiles
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statemachine, store the layout number
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station
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