Age | Commit message (Collapse) | Author |
|
checking of the NewGRF 'allow wagon attach' callback by moving several wagons at a time.
|
|
functions.
|
|
|
|
useless includes.
|
|
when reversing, also was inconsistent with save/load process (possible desyncs)
|
|
|
|
map.h).
|
|
logical place and remove about 50% of the includes of 'functions.h'
|
|
|
|
their respective places.
|
|
|
|
|
|
compile time of OpenTTD by reduce the amount of circular-ish dependencies.
|
|
r11642
|
|
bridge_map.h into tunnelbridge_map.h
|
|
remove useless checks
|
|
update even when train is rotated
|
|
GetVehicleTunnelBridge
|
|
crossings next to each other
|
|
is entering
|
|
vehicle after another in the same chain
|
|
cause they depend on Random()
-Codechange: Convert the CHANCE macros to functions and rename them fitting to the naming style
|
|
the remaining to fit with the naming style
|
|
remaining to fit with the naming style
|
|
remaining to fit with the naming style
|
|
style
|
|
unneeded define
|
|
with the coding style
|
|
user-defined bit mask (prop 25) via callback 36
|
|
Rubidium and skidd13)
|
|
instead calling it every time the vehicle is drawn
|
|
|
|
-Fix: assertion when selling vehicles.
|
|
wagons and engines. Based on a patch by SmatZ.
|
|
depot, which would still yield money.
|
|
|
|
when selling whole trains.
|
|
articulated build vehicle callback returneed a different value for the purchase window than the normal build. Thanks for Dalestan and _minime_ for pointers to possible causes.
|
|
for a vehicle.
|
|
acceleration code use the wrong speed, which can be fixed by reverting a small piece of r10984.
|
|
goto-depot button did not make it possible to stop the vehicle at that depot.
|
|
of different kinds of rail containing tiles (normal rail, stations, depots, etc). Patch by SmatZ.
|
|
train would corrupt the vehicle counts for the groups.
|
|
part of a dualheaded train engine
|
|
service a little more.
|
|
state while being marked const.
-Codechange: do not brute force determine the first vehicle in the chain or previous vehicle, but do it by properly accounting the previous and first pointers when updating the next pointer. This gives a performance increase of about 15% when there are a lot of vehicles in the game.
|
|
to save and load private and protected variables in the vehicle struct.
|
|
Vehicle->SetNext() so we can trap instances that change a next pointer and (in the future) update the first/previous pointers based on that.
|
|
determined. Patch by nycom.
|
|
|