Age | Commit message (Collapse) | Author |
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to a chain
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unneeded wrapper functions
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headed engine you could split the dual headed engine over two vehicles.
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one could make a train 1 longer than allowed
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callbacks) to a separate function
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CmdMoveRailVehicle a separate function
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CmdMoveRailVehicle a separate function and simplify the logic
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a separate directory
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and simplify some things for the future
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Hirundo and SmatZ.
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needed.
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vehicles only apply to the GRF locally, if it defines engines of that type itself.
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and cost factor and use it consistently for vehicle purchase, running cost, and refit cost.
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vehicle list/autoreplace lists instead of overflowing.
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Draw*Engine functions
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'running cost factor'.
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vehicle has no running cost class anyway.
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before the details string.
Gentlemen, swap your string parameters.
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when they should.
-Codechange: Move capacity calculation to a single function for all vehicle types, so the behaviour can be kept consistent easier.
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certain commands, that change them temporarily.
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a Engine * is already present.
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set before first callback/sprite-resolving. For RV fronts it was missing at all, causing livery selection to fail.
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0x36. Based on Terkhen's work.
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a 101+ (or 11+ if mammoth trains is disabled) vehicle free wagon chain is an engine and the first vehicle is moved to another chain
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generic as it's used for more than just load/unload. Also add some documentation about where it is used.
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for more consistency and distinguishability.
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with GetDepotIndex(tile)
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counter wasn't 0, though there doesn't seem to be a reason to check that variable anyhow anymore
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if it was reversed or did crash.
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a block signal could cause a train crash if another reservation ending at a safe tile was already present in the section.
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sprite changes.
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relatives
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trainst_h.
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it's written.
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