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Paste #pkvu5ewzj

  1. It's the time of the year where everybody does a little crazy, and much like every year, we join the fun.
  2.  
  3. This year, we release the 1.5.0 stable release, with higher mountains than you have ever seen before, better UI for high resolution screens, and a much more rural intro screen.
  4. There are many other changes and fixes, see the [url=http://binaries.openttd.org/releases/1.5.0/changelog.txt]changelog[/url] for the full list.

Paste #peufsozlh

  1. It's the time of the year where everybody does a little crazy, and much like every year, we join the fun.
  2.  
  3. This year, we release the 1.5.0 stable release, with higher mountains than you have ever seen before, and much more rural intro screen.
  4. There are many other changes and fixes, see the [url=http://binaries.openttd.org/releases/1.5.0/changelog.txt]changelog[/url] for the full list.

Paste #plko4pjxx

  1. Index: src/water_map.h
  2. ===================================================================
  3. --- src/water_map.h (revision 27212)
  4. +++ src/water_map.h (working copy)
  5. @@ -16,25 +16,26 @@

Paste #p7c0fpuuh

  1. Index: water_map.h
  2. ===================================================================
  3. --- water_map.h (revision 27210)
  4. +++ water_map.h (working copy)
  5. @@ -16,25 +16,26 @@

Paste #ptzeplxmx

  1. Index: water_map.h
  2. ===================================================================
  3. --- water_map.h (revision 27210)
  4. +++ water_map.h (working copy)
  5. @@ -16,25 +16,26 @@

Canal on River?

  1. Index: water_map.h
  2. ===================================================================
  3. --- water_map.h (revision 27210)
  4. +++ water_map.h (working copy)
  5. @@ -16,25 +16,26 @@

Canal on River?

  1. /**
  2.  * Bit field layout of m5 for water tiles.
  3.  */
  4. enum WaterTileTypeBitLayout {
  5.     WBL_TYPE_BEGIN        = 4,   ///< Start of the 'type' bitfield.

Paste #plhuzlcpr

  1. struct DrawData {
  2.     int32 level;                 ///< Slice of this sprite (vertical row).
  3.     uint16 z_height;             ///< Height of the voxel being drawn.
  4.     SpriteOrder order;           ///< Selection when to draw this sprite (sorts sprites within a voxel). @see SpriteOrder
  5.     const ImageData *sprite;     ///< Mouse cursor to draw.

How do I make this line e

  1. MakeStation(t + TileOffsByDiagDir(d), IsWaterTile(t + TileOffsByDiagDir(d)) ? HasTileWaterClass(t + TileOffsByDiagDir(d)) && GetWaterClass(t + TileOffsByDiagDir(d)) == WATER_CLASS_RIVER ? HasBit(_me[t + TileOffsByDiagDir(d)].m6, 0) ? o : GetTileOwner(t + TileOffsByDiagDir(d)) : GetTileOwner(t + TileOffsByDiagDir(d)) : wc == WATER_CLASS_SEA ? OWNER_WATER : o, sid, STATION_DOCK, GFX_DOCK_BASE_WATER_PART + DiagDirToAxis(d), wc);
  2.  
  3.  
  4. static inline void MakeDock(TileIndex t, Owner o, StationID sid, DiagDirection d, WaterClass wc)
  5. {

Paste #pescyyso6

  1. diff -r d94b30d4092f nml/actions/action2var.py
  2. --- a/nml/actions/action2var.py Fri Mar 20 20:42:28 2015 +0100
  3. +++ b/nml/actions/action2var.py Fri Mar 27 21:35:03 2015 +0100
  4. @@ -298,14 +298,6 @@
  5.          self.size = size

Paste #pkfvmebcp

  1. spriteset(VEH_ID(slice_set), SPRITE_FILE(_8bpp_normal.png)) {
  2. #if SLICE == -1
  3.     view_normal(16, 0, 0, 4,
  4. #elif SLICE == 0
  5.     view_normal(16, 0, 4, 12,

How do I make this line e

  1. MakeStation(t + TileOffsByDiagDir(d), IsWaterTile(t + TileOffsByDiagDir(d)) ? HasTileWaterClass(t + TileOffsByDiagDir(d)) && GetWaterClass(t + TileOffsByDiagDir(d)) == WATER_CLASS_RIVER ? HasBit(_me[t + TileOffsByDiagDir(d)].m6, 0) ? o : GetTileOwner(t + TileOffsByDiagDir(d)) : GetTileOwner(t + TileOffsByDiagDir(d)) : wc == WATER_CLASS_SEA ? OWNER_WATER : o, sid, STATION_DOCK, GFX_DOCK_BASE_WATER_PART + DiagDirToAxis(d), wc);
  2.  
  3.  
  4.     int t2 = t + TileOffsByDiagDir(d);
  5.     MakeStation(t2,

How do I make this line e

  1. MakeStation(t + TileOffsByDiagDir(d), IsWaterTile(t + TileOffsByDiagDir(d)) ? HasTileWaterClass(t + TileOffsByDiagDir(d)) && GetWaterClass(t + TileOffsByDiagDir(d)) == WATER_CLASS_RIVER ? HasBit(_me[t + TileOffsByDiagDir(d)].m6, 0) ? o : GetTileOwner(t + TileOffsByDiagDir(d)) : GetTileOwner(t + TileOffsByDiagDir(d)) : wc == WATER_CLASS_SEA ? OWNER_WATER : o, sid, STATION_DOCK, GFX_DOCK_BASE_WATER_PART + DiagDirToAxis(d), wc);
  2.  
  3.  
  4.     MakeStation(t + TileOffsByDiagDir(d),
  5.             IsWaterTile(t + TileOffsByDiagDir(d)) ?

How do I make this line e

  1. MakeStation(t + TileOffsByDiagDir(d), IsWaterTile(t + TileOffsByDiagDir(d)) ? HasTileWaterClass(t + TileOffsByDiagDir(d)) && GetWaterClass(t + TileOffsByDiagDir(d)) == WATER_CLASS_RIVER ? HasBit(_me[t + TileOffsByDiagDir(d)].m6, 0) ? o : GetTileOwner(t + TileOffsByDiagDir(d)) : GetTileOwner(t + TileOffsByDiagDir(d)) : wc == WATER_CLASS_SEA ? OWNER_WATER : o, sid, STATION_DOCK, GFX_DOCK_BASE_WATER_PART + DiagDirToAxis(d), wc);
  2.  
  3.  
  4.     int t2 = t + TileOffsByDiagDir(d);
  5.     /* I need a big comment here */

How do I make this line e

  1. MakeStation(t + TileOffsByDiagDir(d), IsWaterTile(t + TileOffsByDiagDir(d)) ? HasTileWaterClass(t + TileOffsByDiagDir(d)) && GetWaterClass(t + TileOffsByDiagDir(d)) == WATER_CLASS_RIVER ? HasBit(_me[t + TileOffsByDiagDir(d)].m6, 0) ? o : GetTileOwner(t + TileOffsByDiagDir(d)) : GetTileOwner(t + TileOffsByDiagDir(d)) : wc == WATER_CLASS_SEA ? OWNER_WATER : o, sid, STATION_DOCK, GFX_DOCK_BASE_WATER_PART + DiagDirToAxis(d), wc);
  2.  
  3.  
  4.     int t2 = t + TileOffsByDiagDir(d);