Age | Commit message (Collapse) | Author |
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a Engine * is already present.
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generic as it's used for more than just load/unload. Also add some documentation about where it is used.
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for more consistency and distinguishability.
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vehicles, otherwise it gets distracted and bails out
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to EngineInfo.
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vehicle type specific strings for a specific message
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was destructed. This only happened when you crashed a vehicle while it was unloading.
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Is/Set/HasArticulatedPart member of RoadVehicle.
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IsTrainWagon(), IsMultiheaded(), EngineHasArticPart() and IsRearDualheaded() members of Train
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whatever has been actually unloaded and perform the payment when unloading has finished. This fixes, amongst others:
* cheating by starting to unload and after getting paid rushing to the depot to get sold (or unloading, loading and getting paid again for the remainder)
* cargo being dropped onto a station at the moment a stockpiling industry doesn't accept it anymore
* industries getting cargo that has not been unloaded yet and subsequently dumping it back on the station in one go
Note: you will now get paid after the unloading has finished, so you'll have to wait a bit longer for 'your' money.
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in order to improve performance (~5% with many vehicles)
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casts when converting Vehicle to specialised vehicle types. Includes safety check
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they can head for somewhere else instead of stumbling over a ghost.
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code style.
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'no loading' is off was pointing to the wrong direction.
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instead of constructor of each vehicle type
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received news about new engine
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company-based settings, so in a multiplayer game everyone can change them.
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reached like break after returns or break after functions that never return (i.e. NOT_REACHED)
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const is (accidentally?) removed using C-style casts.
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unnecessarily add it.
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vehicles/stations/industries are deleted.
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messages. Esp. do not close them automatically after some time.
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struct so (some vehicle related) NewGRF cache 'desyncs' can be tested easier.
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from VehicleRail to Train
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