Age | Commit message (Collapse) | Author |
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others were still regular inline), but make sure inline is always a 'forced' inline (I am looking at you MSVC)
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draw different sprites on the map and in various GUIs.
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the language "list"
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some headers
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to increase the vehicle pool limit
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warnings into account
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gui (sbr).
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consisted of unrelated values use static const (u)int
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if a header require a header make it include that header
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whether it succeeded or not.
-Fix: AIs did update their last cost incorrectly in network games if the cost of the DC_EXEC phase differed from the ~DC_EXEC phase.
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vehicles; they are identical
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train details view. If an articulated vehicle it too 'wide' draw the information on the next line and if there are multiple cargos split that over multiple lines too. Based on work by frosch123.
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graphical glitches due to (incorrect) SETX(Y) usage
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ship/aircraft) aware
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and line spacing.
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which were sometimes missing and sometimes just typos
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overlaps less with vehicle images.
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relatives
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in depot) and variable 1E/9E bit 3 (wagon width in depot) into grf-local variables.
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instead of the one of the front vehicle.
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traindepot instead of only the first part.
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1/8 vehicle length.
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vehicle details window, draw as many parts as the window fits instead of always up to a vehicle length of 80/8.
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IsTrainWagon(), IsMultiheaded(), EngineHasArticPart() and IsRearDualheaded() members of Train
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to deal with sizeof() wrt. typedef-ed arrays.
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instances to more meaningful names.
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casts when converting Vehicle to specialised vehicle types. Includes safety check
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unnecessarily add it.
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from VehicleRail to Train
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they are part of strings and add some colours to a few strings.
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DrawString.
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this ID' from 'some' strings and replace the string name with something more sensible.
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of duplicate strings and unifies the GUIs quite a bit
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