Age | Commit message (Collapse) | Author |
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remove useless checks
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GetVehicleTunnelBridge
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order.h too
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cause they depend on Random()
-Codechange: Convert the CHANCE macros to functions and rename them fitting to the naming style
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others to scroll to that location.
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remaining to fit with the naming style
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style
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unneeded define
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with the coding style
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last seen while been center-followed
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it needs the cargo types to be the same.
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sub-cargotypes (i.e. livery refits) failed.
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instead calling it every time the vehicle is drawn
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sell/destroyed it.
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used to check whether there was no vehicle on the ground, except that the former didn't take care of aircraft shadows. So now we only use EnsureNoVehicleOnGround.
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ground when removing owned land, furthermore do not check for shadows (of aircraft).
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all vehicles, instead of not allowing trains to use it (enforced by an assert), but actually using it for trains. Patch by SmatZ.
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subsystem. Patch by Progman.
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the vehicle anymore (because the player cannot build the engine), the aging warnings as if autorenew is not enabled are shown.
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part of a dualheaded train engine
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service a little more.
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a consist.
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state while being marked const.
-Codechange: do not brute force determine the first vehicle in the chain or previous vehicle, but do it by properly accounting the previous and first pointers when updating the next pointer. This gives a performance increase of about 15% when there are a lot of vehicles in the game.
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to save and load private and protected variables in the vehicle struct.
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Vehicle->SetNext() so we can trap instances that change a next pointer and (in the future) update the first/previous pointers based on that.
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a depot.
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building menus.
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cleanups might cause memory leaks due to the way C++ works.
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pool callback functions for vehicle.
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vehicle struct.
-Codechange: do not force "special" vehicles to be allocated in the low 1024 vehicle slots and non "special" vehicles in the rest of the slots.
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IsValidVehicle(vehicle).
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easier in other places.
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collision detection on bridges/tunnels.
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unique name check.
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variables.
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transparent" code.
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moving { to a new line.
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not tile, so that collision detection works on bridges and tunnels.
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