Age | Commit message (Collapse) | Author |
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and restore rivers, if locks are deleted
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over a ship going perpendicular to the axis of the new lock
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unsupported tile types.
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related variables
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functions use int z as well
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for the water/river code
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use it
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functions if they return the Z in pixels (like TilePixelHeight)
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and depots. (based on patched by adf88 and michi_cc)
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if they are built on existing water.
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DrawTileSprites/DrawTileSeqStruct instead.
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less easy to break.
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clearing water were deducted rather than for building canals
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for uniform stations has been broken for over a year
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can no longer rely on being only called for clear water tiles.
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canal didn't take the cost for clearing the sea into account
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DeleteAnimatedTile() into MakeWaterKeepingClass().
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some headers
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related code
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most northern depot/hangar tile
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for canals.
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alternate canal sprite layout.
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DEBUG() output. It was triggered on exceptions, especially when aborting world generation.
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of _current_company to ensure proper restoration.
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and waypoints are named
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passed bit variable, i.e. allow expressions as parameter
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building/clearing aqueducts and building/clearing locks.
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building canals if they are already built.
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when building locks.
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