Age | Commit message (Collapse) | Author |
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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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(GameScript only)
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coding style
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each town (michi_cc).
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framework to store goals of a town
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Incoming based on TownEffect, outgoing based on CargoType (based on patch by Terkhen)
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buildings?
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amount of towns into a reusable struct.
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used by small functions that compute there value on-the-fly when necessary
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certain cyclical tasks.
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depots, stations and vehicles (Krille)
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addition.
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consisted of unrelated values use static const (u)int
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and DECLARE_ENUM_AS_BIT_SET
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CommandCost.
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if a header require a header make it include that header
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remove some unused variables
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town name before its creation (original patch by Terkhen)
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header file to allow sharing.
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subsidy's destination is in station's catchment area and cargo packets originate from subsidy's source
-Change [FS#1134]: subsidies aren't bound to stations after awarding anymore, they still apply to town or industry, no matter what station is used for loading and unloading. Awarded subsidies from older savegames are lost
-Change [NoAI]: due to these changes, AISubsidy::GetSource and AISubsidy::GetDestination now return STATION_INVALID for awarded subsidies
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UpdateAll[Type]VirtCoords.
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clean construct for invalidating nearest town for road tiles
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Town::GetRandom() and Industry::GetRandom()
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town_type.h to separate files
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GetActiveCompanyCount(), use PoolItem::GetNumItems() instead
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time, binary size and run time (with asserts disabled) should be improved
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variable instead of var->index
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with < .. - 1 (both caused due to wrapper functions)
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that we allow removing towns now, but better not have desync prone code lingering around)
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PoolItem::IsValidID(index)
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PoolItem::GetPoolSize()
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