forked from mirror/OpenTTD
(svn r12924) -Feature: Introducing the so called 'engine pool' which primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist.
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@@ -21,7 +21,7 @@ struct Group : PoolItem<Group, GroupID, &_Group_pool> {
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VehicleTypeByte vehicle_type; ///< Vehicle type of the group
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bool replace_protection; ///< If set to true, the global autoreplace have no effect on the group
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uint16 num_engines[TOTAL_NUM_ENGINES]; ///< Caches the number of engines of each type the player owns (no need to save this)
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uint16 *num_engines; ///< Caches the number of engines of each type the player owns (no need to save this)
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Group(PlayerID owner = INVALID_PLAYER);
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virtual ~Group();
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