Age | Commit message (Collapse) | Author |
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building tunnels. They can't be built on flat (or foundationed) tiles, so there is at most one destination tile like there is only one for tunnels
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as well, and for aqueducts show "wrong land slope" when that would be more appropriate than "bridge heads not at same height"
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DC_AUTO-clearable multitile objects.
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(un)visible when entering/leaving a tunnel. As a side effect some tunnel related glitches are gone.
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constants (uni657)
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code as well (Hirundo)
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vehicles entering or leaving a tunnel (Hirundo)
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entering or leaving a tunnel (Hirundo)
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the tunnel / bridge entering code (Hirundo)
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of a vehicle, not just the head of the vehicle
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constant ("inspired" by Hirundo's work)
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conversion functions. (Hirundo)
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corners by drawing only half of the pillar sprite if required. (based on patch by uni657)
Note: Cantilever and tubular bridges will still look weird when using orignal graphics. Use OpenGFX instead :)
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(based on patch by uni657)
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inconsistently for towns and the bridge selection GUI.
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autoremove the object if it's too high
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some headers
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an existing define on MinGW).
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the southern bridgehead as tile.
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tileheight at the entry edge.
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actually movable; e.g. HQ and owned land are pretty movable.
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some places
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missed :)
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logical place and with a more descriptive name
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and bridges
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consts' enum as well
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caused a crash.
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building/clearing aqueducts and building/clearing locks.
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an aqueduct.
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a too long bridge.
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message twice.
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CheckBridgeAvailability().
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roadtype.
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