forked from mirror/OpenTTD
(svn r1323) Adding autoreplace feature
This feature works much like autorenew, but it will get you a new engine type instead of a new one of the same type. Once ordered, it will automatically replace the engines while they visits a depot. The GUI for setting this up have been added on the vehicle overview windows Note: autorenew is now autoreplace, but to the same engine type Nice new features, that was added to make this possible - windows can now have two independant vertical scrollbars - CMD_SHOW_NO_ERROR have been added as a flag for DoCommandP. It will make it do the action instead of showing the red box with estimated costs even if shift is pressed - fixed problem where enginetypes where not initialized when loading a game. It's now done in InitializeGame()
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@@ -105,6 +105,8 @@ int32 EstimateRoadVehCost(byte engine_type)
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return ((_price.roadveh_base >> 3) * RoadVehInfo(engine_type)->base_cost) >> 5;
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}
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// p1 = engine_type
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// p2 not used
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int32 CmdBuildRoadVeh(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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int32 cost;
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@@ -211,6 +213,8 @@ int32 CmdStartStopRoadVeh(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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return 0;
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}
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// p1 = vehicle index in &_vehicles[]
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// p2 not used
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int32 CmdSellRoadVeh(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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Vehicle *v;
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@@ -1379,7 +1383,7 @@ void RoadVehEnterDepot(Vehicle *v)
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InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
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MaybeRenewVehicle(v);
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MaybeReplaceVehicle(v);
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VehicleServiceInDepot(v);
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