Age | Commit message (Collapse) | Author |
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loaded into LoadUnloadVehicle instead of duplicating it for each vehicle.
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for trains (callback 36, property 16)
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loading/unloading, but when arriving at the station.
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was left.
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nicer/better maintainable code, i.e. virtual methods instead of switches.
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hopefully for good this time.
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is sent to a depot.
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of various properties which were previously static. Vehicle max speed and train power/te/running costs are adjustable.
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corrections...
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and into landscape.h, and add a few where they didn't exist.
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strings so it can be
translated properly and remove "buildable", since it isn't actually a word.
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landscape types.
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trains got removed in the depot.
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incorrectly. Forgot to set the best bird distance to zero in case we found the destination to indicate success. (de_zeurkous)
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check if they are in use
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coding style (and rest of the code).
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0xFF bit 10,
which is set when a vehicle was built during the exclusive testing phase.
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be used for more than just the gradual loading status.
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tiles, unification of ground type between normal rail tiles and depots/waypoints and removing the need for RailTileSubType.
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Get rid of DECLARE_ENUM_AS_BIT_INDEX(Track, TrackBits)
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Remove the unused second parameter from GetTileRailType()
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Change the signature of GetNewVehiclePos():
-void GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp);
+GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v);
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Most (i.e. 13 of 15) callers of GetNewVehiclePos() do not care for the return and the others can figure it out by inspecting the information returned in struct GetNewVehiclePosResult.
Therefore remove the return value.
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Slightly simplify the control flow of TrainController()
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variable scope, const, misc.
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Replace SetSpeedLimitOnBridge() by something simpler
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-Fix: Do a better job when checking the parameters of CmdMoveRailVehicle()
NOTE: 0.5 candidate
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checking the cargo type to determine if the cargo type is freight cargo type cargo type.
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struct array (with accessor) and implement new initialization method using cargo labels.
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GetPlatformLength because that is what it really does. Overload it because there is already a GetPlatformLength (one gives the length of the whole platform, the other gives the remaining length in a given direction). Turned both functions into methods of Station. While messing around with it, fix a problem where loading times for overhanging trains are miscomputed.
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coding style changes to the ShipController and TrainController.
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autoreplace window
-The user will notice the following changes:
All vehicle types behaves in the same way
Adding/removing an engine (new design and so on) can no longer result in the window selecting a new engine
All valid replacements will be displayed since it looks at refitting options as well (this solves the missing ships with the newships GRF)
Since you can't replace an engine into itself, the engine selected in the left list will no longer appear in the right list
-The code changes:
Instead of looping all engines all the time, each list generates a list like the build windows
This ensures consistent list generation since only one function can loop all engines
Unified code for all vehicle types
It now use the lists to call the drawing code in the build vehicle window
Works on selected EngineIDs instead of selected index in the list
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Building a vehicle does not involve allocating orders, so do not check whether orders could be allocated
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flags of RailVehInfo, as well as changing the code to reflect the fact that it was not a flag but rather a one value only variable. Doing so, some evaluations have been simplified.
-Codechange: Add and use RAILVEH_SINGLEHEAD when railveh_type is set to 0, which was implicit before.
-Cleanup: Remove some extraneous parenthesis.
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(most?) compilers...
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Replace the rather obscure control flow for handling aircraft/ship/train orders by something remotly comprehensible (see r3584)
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-Codechange: CheckCompatibleRail() is only called for tiles which are known to contain a piece of rail. Simplify the function accordingly by eliminating unnecessary checks.
-Fix (?): Also fix an inconsistency in deciding what a compatible rail type is between level crossings and other rail tiles. It is unknown if this caused any problems.
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