Age | Commit message (Collapse) | Author |
|
callbacks 11 and 17 for
road vehicles for those who prefer the technical explanation.
|
|
with multiple engines, only reopen the train window if the player had the original train window open. This fixes 'random' windows opening for multiple players of the same company.
|
|
After r9973, this could cause some asserts as some vehicles could end up with first pointers to chains they didn't belong to
|
|
between multiheaded
engines the rear part could be checked despite having already been deleted,
triggering an assert.
|
|
subtype.
|
|
vehicles to a file of their own.
|
|
ensure that only trains use them.
|
|
on the bridge.
|
|
engine in the same train (when moving wagons in a depot)
NormaliseTrainConsist() is called later in the same command and it will take care of this issue
|
|
dualheaded engines in a train (usually to the rear)
-Change: moving an engine in between the two ends of a dualheaded engine will now move the rear dualheaded engine to the front of the newly added engine (instead of moving the new engine to the rear of the rear dualheaded engine)
This can make a difference if there are wagons in the train
|
|
road types on a single tile.
|
|
been refitted.
|
|
can make groups of vehicles and perform all kinds of tasks on that given group. Original code by nycom and graphics by skidd13.
|
|
with callback 36. This is set on construction for ships and roadvehicles, and whenever carriages are attached for trains.
|
|
changed, instead of 'recalculating' it every time it is used or just tested.
|
|
|
|
and leaves the station.
|
|
for all vehicle types.
|
|
unpowered (mart3p).
|
|
cannot smoke/spark (mart3p).
|
|
the rail type (mart3p).
|
|
loaded into LoadUnloadVehicle instead of duplicating it for each vehicle.
|
|
|
|
for trains (callback 36, property 16)
|
|
loading/unloading, but when arriving at the station.
|
|
|
|
was left.
|
|
|
|
nicer/better maintainable code, i.e. virtual methods instead of switches.
|
|
|
|
hopefully for good this time.
|
|
is sent to a depot.
|
|
|
|
of various properties which were previously static. Vehicle max speed and train power/te/running costs are adjustable.
|
|
corrections...
|
|
and into landscape.h, and add a few where they didn't exist.
|
|
|
|
strings so it can be
translated properly and remove "buildable", since it isn't actually a word.
|
|
landscape types.
|
|
|
|
trains got removed in the depot.
|
|
|
|
incorrectly. Forgot to set the best bird distance to zero in case we found the destination to indicate success. (de_zeurkous)
|
|
check if they are in use
|
|
coding style (and rest of the code).
|
|
|
|
|
|
0xFF bit 10,
which is set when a vehicle was built during the exclusive testing phase.
|
|
be used for more than just the gradual loading status.
|
|
tiles, unification of ground type between normal rail tiles and depots/waypoints and removing the need for RailTileSubType.
|