Age | Commit message (Collapse) | Author |
|
Eagle_rainbow)
|
|
sprites. (Based on patch by Eddi)
|
|
consistent across vehicle types and add IsChainInDepot instead, if that is what shall be checked.
|
|
vehicle enters a new railtype.
|
|
others were still regular inline), but make sure inline is always a 'forced' inline (I am looking at you MSVC)
|
|
out some indirect calls
|
|
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.
|
|
functions if they return the Z in pixels (like TilePixelHeight)
|
|
draw different sprites on the map and in various GUIs.
|
|
|
|
|
|
vehicle-related functions.
|
|
|
|
make SetLastSpeed a function of GroundVehicle
|
|
GetSlopeZ() when not needed
|
|
GroundVehicleBase to reduce typing
|
|
trains.
|
|
|
|
|
|
trains reach their top speed.
|
|
road vehicles and trains.
|
|
vehicle flags
|
|
class (Hirundo)
|
|
VehicleCache (Hirundo)
|
|
realistic in order to make acceleration "slower", which highlights the differences between vehicle types more.
|
|
|
|
|
|
|
|
railtype.
|
|
function.
|
|
tile they are on, not where the engine is on.
|
|
|
|
to calculate air drag.
|
|
fail to release its reserved path.
|
|
|
|
|
|
-Codechange: Move GetSlopeResistance to GroundVehicle.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function.
|
|
and rail property (Terhken)
|
|
code plus some minor optimisations (Terkhen)
|
|
some comments (Terkhen)
|
|
|
|
if a header require a header make it include that header
|