Age | Commit message (Collapse) | Author |
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the wrong GRF.
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depend on the vehicle length instead of being fixed at 4/8th of the original vehicle length to make sure shortened vehicles don't block tiles they shouldn't block.
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changes to reduce casting
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draw different sprites on the map and in various GUIs.
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Vehicle to simplify code.
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vehicle chain in VarAction 2.
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or aircraft shadows/rotors.
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as no real order influencing path finding is added
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GroundVehicle<>::gv_flags through a Vehicle struct.
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and cur_real_order_index to keep track of the current real order in an unambiguous way.
-Fix [FS#4440]: Automatic orders behave now stable wrt. service orders and are not added or removed depending on the need of servicing.
-Fix: Various other issues with automatic orders, e.g. vehicles getting stuck with "no orders" when there are automatic orders at the end of the order list.
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vehicle-related functions.
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needed by some Vehicle functions.
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GroundVehicleBase to reduce typing
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more likely to be updates [t-z].
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function (fonsinchen)
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causing incorrect sprites to be displayed.
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with only automatic orders
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for intermediate stations and remove them when not visiting them anymore. This allows you to see what trains visit a station without actually having to order a vehicle to stop at all stations. Based on patch by fonsinchen
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a Vehicle.
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found" status to a separate function
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vehicle flags
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debugging because some cache was invalidated but never reset
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value for visual effect. This makes setting train prop 22 to 0 actually work (Hirundo)
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Vehicle::ShowVisualEffect (Hirundo)
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class (Hirundo)
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from the visual effect code (Hirundo)
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VehicleCache (Hirundo)
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breakdown handling as well (Hirundo)
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for the forseeable future
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loaded less than possible, unless it's a full load order. This should improve behaviour with gradual loading and cargo continuously trickling in.
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