Age | Commit message (Collapse) | Author |
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objects can be build, but check it directly in the pool so we do not have to call destructors in the testing phase. Stations still use the autoptr though.
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drawn twice in some cases
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with _ for non-globals, and use implicit enum numbering.
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introduced.
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every 256 ticks, not every tick... Also bail out of the triggers a little earlier if you know they are not going to happen anyway.
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both directions
The code to open this window is also unified for all vehicle types
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as needed instead of statically.
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using correct types and less duplication.
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'newgrf_callbacks.h'.
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it, i.e. testing the low bits for 0xFF or 0 instead of all bits.
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TTDP according to frosch's survey.
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stations.
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wrong.
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saving 4 of 36 bytes with a 32 bit compiler and 8 of 48 bytes on 64 bit compiler per cargo packets. There are generally more cargopackets in game than vehicles.
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saving 20 bytes with a 32 bit compiler and 32 bytes on 64 bit compiler per vehicle.
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-Fix: typo in english.txt
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states. Patch by cirdan.
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uniform naming of the thing instead of using both names for the same thing.
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texteff.cpp (it isn't a text effect after all). Also remove a few more functions from functions.
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(Thanks to mart3p for samples and fixes)
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it's own
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blitter did.
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keep loading. The intention of the break down code is not to break down when having zero speed, therefor break downs now do not happen when loading.
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mysterious hex (ln)
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replacement is needed and if so, to which EngineID
It's designed to save a bit of CPU time, specially if the replacement isn't buildable (think autorenew of old vehicle)
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DC_EXEC and DC_QUERY_COST) and included more info when returning CommandCost
This allowed cleaning up the code in MaybeReplaceVehicle()
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InitializeWindowViewport because the viewport is now part of the window struct. Patch by Alberth.
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by Alberth.
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array. Patch by cirdan.
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saveload.cpp instead of openttd.cpp.
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array' in the oldloader.
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statically 'waste' memory when the old name array is not needed anymore.
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