Age | Commit message (Collapse) | Author |
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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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time, binary size and run time (with asserts disabled) should be improved
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was deleted
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PoolItem::IsValidID(index)
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CompanySettings struct
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called from another command
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around (in some cases), causing 'nearest depot' orders to be occasionally lost.
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some code.
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-Fix [FS#2864]: autopause and manual pausing conflict with eachother
-Fix: new game + pause on new game + autopause make the game not unpause on the first join
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depot, not those which are entered on the way to them.
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do also not do the refitting-part of the depot-order.
-Fix (r16198): && != &, GetDepotOrderType != GetDepotActionType and - uhm - ODATFB_NEAREST_DEPOT is not set for current_order either.
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fulfilled when reaching any depot, even though the train decided for a different depot on the last junction/order-skip.
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when reaching any depot, but only when reaching depot X.
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station
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this ID' from 'some' strings and replace the string name with something more sensible.
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strings
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