Age | Commit message (Collapse) | Author |
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sprites. (Based on patch by Eddi)
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consistent across vehicle types and add IsChainInDepot instead, if that is what shall be checked.
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vehicle enters a new railtype.
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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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depend on the vehicle length instead of being fixed at 4/8th of the original vehicle length to make sure shortened vehicles don't block tiles they shouldn't block.
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functions if they return the Z in pixels (like TilePixelHeight)
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draw different sprites on the map and in various GUIs.
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vehicle-related functions.
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make SetLastSpeed a function of GroundVehicle
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GetSlopeZ() when not needed
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GroundVehicleBase to reduce typing
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trains.
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trains reach their top speed.
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road vehicles and trains.
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vehicle flags
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class (Hirundo)
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VehicleCache (Hirundo)
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realistic in order to make acceleration "slower", which highlights the differences between vehicle types more.
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railtype.
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function.
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tile they are on, not where the engine is on.
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to calculate air drag.
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fail to release its reserved path.
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-Codechange: Move GetSlopeResistance to GroundVehicle.
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function.
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and rail property (Terhken)
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code plus some minor optimisations (Terkhen)
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some comments (Terkhen)
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if a header require a header make it include that header
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whether it succeeded or not.
-Fix: AIs did update their last cost incorrectly in network games if the cost of the DC_EXEC phase differed from the ~DC_EXEC phase.
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