Age | Commit message (Collapse) | Author |
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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
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a now unnecessary test which hid the faulty entry till now and undo r4398 (don't do this!)
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railtype went unnoticed...
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mysteriously it will break in the morning, fix r4373
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- Report the correct z alongside the ramp when a foundation is present
- Always report the z under the bridge for a bridge middle part, except if the z hack is used
This should fix some weird behavior of the tile selector near bridges
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coordinates where it suffices.
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coordinates of the tile to operate on - to a TileIndex
Remove DoCommandByTile(), because now it does the same as DoCommand()
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declaration)
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by TILE_HEIGHT. Reverted one change from the previous commit because it was faulty
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Although it was an accessor, nor his usage nor the values were clear.
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code and proofreading, thanks to peter1138 for another lot of code and ideas.
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of the comma operator
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get information about rail tiles
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shiny new functions and mark some strange constructs with XXX
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if there's a transport route at all under the bridge
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make the only place which still extracted that info diretly use the wrapper
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(the line above already says what's going on)
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instead of again and again
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with similar functionality
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offset once instead of all over the place; also use UpdateSignalsOnSegment() instead of SetSignalsOnBothDir(), because this is sufficient
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under bridges works; also remove an unnecessary local variable
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bridge after removing it. For crossings we can always use .m2 because it is already 0 when not owned by a town.
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removal loop
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comprehensible and add the needed accessors
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Fix r3887
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bridge ramp
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part
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Note: This slightly changes the behavior of GetAnyRoadBits() to only return a road piece for the start of the bridge ramp instead of a full ROAD_[XY]
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road) under bridges
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magic numbers and generic names
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Existing bug: When restoring a road piece which belongs to a town the town index unconditionally gets set to 0
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IsTunnel(), which just checks for a tunnel, but not the tile type as IsTunnelTile() does
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codes instead of using this global variable
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overwritten just a few lines later without being used in between
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generic byte and don't fill arbitrary data into inappropriate types
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Direction to DiagDirection as that's what it really operates on
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DiagDirection and friends
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