Age | Commit message (Collapse) | Author |
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transport type is not supported
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bridge we are preparing to build
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settings and make in switchable by Ctrl+9
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building transparency settings
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they will not be changed by pressing 'x'. (Roujin)
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substract one to be on water border tiles
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for buoys at map borders
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not on height of the lowest part of the tile
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road stops, ship depots and buoys too. Update owners of water and road.
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property to allow further fixes
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get out of delimited boundaries, while using var result 0D/0E and than multiplying/dividing it.
And use multiply/divide operations instead of shifting. It does the same, just adds a bit more readability
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replace them by enums
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on enum ExpensesType
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map borders
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when mapping newgrf entities to 'real' entities
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to reverse on junction tiles. (spotted by SmatZ)
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It is more descriptive name and it will not upset the generate script anymore
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remove blanks from command list where old commands have been removed.
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DrawTile_Trees()
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invisible
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shipdepots.
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needed. Removed.
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description of a bridge.
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-Codechange: Remove direct access to the _bridge table in favor of the above mentioned GetBridgeSpec
-Codechange: Rationalize the use of Bridge type pointer
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and put bridge spec in table/bridge_land.h, where it should be.
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BuildTownHouse()
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build at given tile
-Fix: houses with zero probability could be built
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any buildings anyway
-Fix: allow building 2x2 building on slopes if not explicitly forbidden
-Fix: it was possible to build 2x1 and 1x2 buildings on slopes even if it was not allowed
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-Fix: Ships can drive through opponents' ship depots. (Thanks SmatZ)
-Codechange: Split NPFFollowTrack() in smaller parts.
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turns are forbidden
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at the right time, but all the other global variables were now loaded too early. ;)
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byte count
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