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path: root/table/bridge_land.h
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2006-04-15(svn r4430) - NewGRF: Use the bridge's sprite layout for drawing high ↵Darkvater
pillars. This fixes newgrf's high-bridge pillars drawing. Also remove the now obsolete _bridge_poles_table which was already integrated into the bridge sprite tables
2006-03-15(svn r3889) Change a part of the bridge drawing code to make it more ↵tron
comprehensible and add the needed accessors
2005-11-02(svn r3118) Name 3 palette modifiers properly (belugas)tron
2005-10-31(svn r3108) Confine the use of SPR_OPENTTD_BASE to table/sprites.h by ↵tron
adding/using some sprite enums
2005-10-22(svn r3077) static, const, bracing, indentation, 0 -> '\0'/NULL, typos in ↵tron
comments, excess empty lines, minor other changes nothing spectacular, just some stuff, which piled up
2005-10-19(svn r3063) -Codechange: Demystified and commented bridge_land.h. Also ↵celestar
removed two arrays that are not referred to
2005-07-24(svn r2702) -Codechange: Cleaned up the sprite code and replaced many magic ↵celestar
numbers by enums. There remains work in gfx.c to move the "transparency" and "recolor" bits around to make space for more sprites. However, 2800 additional sprites can now be loaded. There also remains cleanup and Doxygen work on many of the header files.
2005-07-24(svn r2701) Insert Id tags into all source filestron
2005-03-25(svn r2066) - Fix: [ 1164248 ] game crash while AI builds bridge. Also ↵Darkvater
protect bridge building against invalid bridges and some safeguards when drawing.
2004-11-26(svn r827) Dye bridge ramps in the matching colours compared to the rest of ↵tron
the bridge This fix was created by Celestar
2004-11-26(svn r826) Seperate all bridge related tables from tunnel_land.h into their ↵tron
own file