Age | Commit message (Collapse) | Author |
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seperate class
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when explicitly changing the number of AI opponents
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instead of new/delete at the start/end of the game
-Codechange: store the fta in AirportSpec
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0% to 10%, default is 7%.
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array so some special cases can be removed
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airports in 4 classes
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freetype fonts as 6 point fonts are usually unreadable
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legend support yet.
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AirportSpec
-Fix: [NewGRF] return the ttd airport type in station var 0xF1
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incomplete contructor
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just like for industry tiles
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256 and introduce AirportTileOverrideManager
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are valid for a command (e.g. we don't have genders for numbers)
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running game
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desyncs if they're changed in network games
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smallmap (reworked by Alberth).
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rail types. (To be documented...)
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tiles. (based on andythenorth' work)
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years later
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'A'/SHIFT-F4 not to work the first time. As rail types can now be anything the explicit options for the different railtypes have been removed, leaving the most used rail type and first/last available rail types.
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using negative numbers that are passed as uints, then cast again to be compared as ints before being inverted to be actually used. Also fixes a couple of 'integer conversion resulted in truncation' warnings ICC spewed.
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resulted in a change of sign'
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crashes
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(and solve missing braces/initializer warnings)
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tile animation frame
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for each SPR_ entry and similar for cursors and palettes. This avoids the need for a cast in some places and thus provides better type-safety.
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changed in-game
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SPRITE_MODIFIER_CUSTOM_SPRITE, invert its meaning, and also use it for industry/house layouts instead of IS_CUSTOM_SPRITE().
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code plus some minor optimisations (Terkhen)
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non-statemachine-related variables to there
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