Age | Commit message (Collapse) | Author |
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building a bridge over it as it is not required for roads and rails either.
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with all other structs/classes that are in a pool.
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remove a few more magic numbers
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length, then none of the other bridges can. Effectively meaning that if someone replaces the first bridge with a bridge that can be only 3 tiles longs then only other bridges that can be 3 tiles long will be buildable, but only if they are 3 tiles long.
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on company bankrupt
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bridges and disable terraforming of aqueduct bridgeheads; one can't terraform normal canal tiles either.
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settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
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-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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tile-info-window.
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DiagDirection to Track and Trackbits
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from openttd.h to their own headers.
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primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist.
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drawn twice in some cases
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including other headers in variables.h.
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place to a single location.
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depot_base.h and remove quite a lot of unneeded (before this) includes of depot.h.
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over a bridge
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instead of transparent
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unneeded inclusions of engine.h and/or replace them with engine_type.h.
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GetTileTrackStatus().
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there can be less checks in pathfinders for depots/stations/tunnels/bridges
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DC_QUERY_COST is set (patch by Raimar Falke)
It never happens in current code, but it is better to be ready for it
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bridges (spotted by _minime_)
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IsRoadDepot[Tile]() and HasTileRoadType(); and use them.
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function a few times. Again. Just a different value.
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function a few times
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instead of two single variables, following the transport type it represents
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with other Specs in used.
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transport type is not supported
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bridge we are preparing to build
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building transparency settings
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property to allow further fixes
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-Codechange: Remove direct access to the _bridge table in favor of the above mentioned GetBridgeSpec
-Codechange: Rationalize the use of Bridge type pointer
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and put bridge spec in table/bridge_land.h, where it should be.
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adjust documentation a bit.
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the map, allowing the sea/river/canal status to also be
stored for buoys, docks, locks and depots. All these are now allowed on rivers and removal of them will revert to the
original water type.
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GetTunnelBridgeLength() and/or GetOtherTunnelEnd() instead
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