Age | Commit message (Collapse) | Author |
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sprite changes.
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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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constructor will zero the whole class. This caused all vehicle indices to be 0, which causes all kinds of trouble.
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vehicles in more places. Esp. they were only invalidated for trains.
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instead of constructor of each vehicle type
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for all vehicle types
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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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variable instead of var->index
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was deleted
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PoolItem::IsValidID(index)
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PoolItem::GetPoolSize()
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(thanks smatz)
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some code.
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coord.(left,right,top,bottom), i.e. use Rect.
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(though spec stated they are). Caching these variables can yield a 10+% speed increase when those vehicle variables are queried often.
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color and colour.
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it impossible to (share-)clone the vehicle.
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savegames. Based on SVXConverter's source code and documentation by Roman Vetter
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remove the order count from the savegame as we can easily count that (PhilSophus)
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through a method GetNumOrders() (PhilSophus)
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with the same UnitID
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out of the vehicle struct (saving up to 16 bytes per vehicle) as it is only used to tell a calling function entered a depot (for autoreplace).
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Vehicle::dest_tile.
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keep waiting times (PhilSophus)
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