Age | Commit message (Collapse) | Author |
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it more clear that they are no loading/unloading flags. Also add more type strictness.
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'unified' ProcessOrder.
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road vehicles.
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existing functions.
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unneeded inclusions of engine.h and/or replace them with engine_type.h.
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station_func.h.
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just check the price of a rail vehicle so don't check for compatible rails on the tile either
also wagons will only need tracks they can drive on in order to be build so there is no reason to check for power in the depot
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while partially in a depot
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'think' it is whole in a depot
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cached value to ensure the correct max speed is used with disabled real acceleration
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other cached values
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_patches.realistic_acceleration changes
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remove -Wno-empty-body from the configure script
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setting flag.
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vehicles' running cost, and show running cost of wagons if they have it.
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running_cost, inline with other vehicle types (It is the factor, not the base)
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GetTileTrackStatus().
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train had negative income
-Codechange: use GetDisplayProfitThisYear() to convert vehicle profit to readable form
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(called once or very short)
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owner (patch by Vikthor)
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GetCrossingRailAxis() to improve code readability
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TrainCheckIfLineEnds to simplify the code
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day to calculate running cost
-Fix [FS#1739]: vehicle profit is now counted with 8bit fract, so it is now shown properly in the vehicle details window
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switch/case at many places
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length was limited to 9
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(Yorick)
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with v->PlayLeaveStationSound(), and remove wrapper function.
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to reverse on junction tiles. (spotted by SmatZ)
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-Codechange: Remove direct access to the _bridge table in favor of the above mentioned GetBridgeSpec
-Codechange: Rationalize the use of Bridge type pointer
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turns are forbidden
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with an OnNewDay method in the Vehicle class
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speed
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with sound
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constants
-Fix: refit button widget was not correctly updated
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gameload and crossing construction)
-Fix: crossing sound is bound to tile, not to vehicle
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crossing and after loading older savegame
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