Age | Commit message (Collapse) | Author |
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inconsistently for towns and the bridge selection GUI.
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layouts on all map sizes.
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houses and serves no use for original houses.
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random towns at the scenario editor.
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some headers
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house and industry tiles
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of operator delete
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and unify the relation objects have to towns
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clearing tiles and such; ~Town still checks it though.
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CMD_LANDSCAPE_CLEAR during testrun and DC_EXEC.
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actually movable; e.g. HQ and owned land are pretty movable.
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addition.
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missed :)
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when using original or better town layout.
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DEBUG() output. It was triggered on exceptions, especially when aborting world generation.
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of _current_company to ensure proper restoration.
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industries from construction callbacks 17, 28 and 2F. That is: The randombits the house/industry will start with, if construction succeeds.
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industries and houses during construction callbacks.
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callbacks and values of variables
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against the current last value.
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TownSize enums.
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CommandCost.
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wrapper functions
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if a header require a header make it include that header
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when the company doesn't have enough money
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did not check their minimum distance requirements
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