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Paste #pdfskp6jj

  1. void ScriptConfig::AddRandomDeviation()
  2. {
  3.     for (ScriptConfigItemList::const_iterator it = this->GetConfigList()->begin(); it != this->GetConfigList()->end(); it++) {
  4.         if ((*it).random_deviation != 0) {
  5.             int value = this->GetSetting((*it).name);

Paste #pyni4xdxb

  1. /// Somewhere in english.txt
  2. STR_AI_SETTINGS_CAPTION                                         :{WHITE}{STRING} Parameters of {RAW_STRING}
  3.  
  4. /// Somewhere in AI Settings Window widget construction
  5.         NWidget(WWT_CAPTION, COLOUR_MAUVE, WID_AIS_CAPTION), SetDataTip(STR_AI_SETTINGS_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),

Paste #pcgeijqdq

  1. diff --git a/src/ai/ai_gui.cpp b/src/ai/ai_gui.cpp
  2. index aa56b3d83..495f1361f 100644
  3. --- a/src/ai/ai_gui.cpp
  4. +++ b/src/ai/ai_gui.cpp
  5. @@ -322,6 +322,15 @@ struct AISettingsWindow : public Window {

Paste #pjkzbg4qk

  1. /// Somewhere in english.txt
  2. STR_AI_SETTINGS_CAPTION                                         :{WHITE}{STRING} Parameters of {RAW_STRING}
  3.  
  4. /// Somewhere in AI Settings Window widget construction
  5.         NWidget(WWT_CAPTION, COLOUR_MAUVE, WID_AIS_CAPTION), SetDataTip(STR_AI_SETTINGS_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),

Paste #pjp9qy4zx

  1.     openttd.exe!Utf8Decode(unsigned int * c, const char * s) Line 452   C++
  2.     openttd.exe!Utf8Consume(const char * * s) Line 90   C++
  3.     openttd.exe!FormatString(char * buff, const char * str_arg, StringParameters * args, const char * last, unsigned int case_index, bool game_script, bool dry_run) Line 798   C++
  4.     openttd.exe!FormatString(char * buff, const char * str_arg, StringParameters * args, const char * last, unsigned int case_index, bool game_script, bool dry_run) Line 789   C++
  5.     openttd.exe!FormatString(char * buff, const char * str_arg, StringParameters * args, const char * last, unsigned int case_index, bool game_script, bool dry_run) Line 1008  C++
  6.     openttd.exe!Form

Paste #pvaqviyqt

  1. /// Somewhere in english.txt
  2. STR_AI_SETTINGS_CAPTION                                         :{WHITE}{STRING} Parameters of {RAW_STRING}
  3.  
  4. /// Somewhere in AI Settings Window widget construction
  5.         NWidget(WWT_CAPTION, COLOUR_MAUVE, WID_AIS_CAPTION), SetDataTip(STR_AI_SETTINGS_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),

Paste #pdn5yogmn

  1.     virtual void SetStringParameters(int widget) const
  2.     {
  3.         switch (widget) {
  4.             case WID_AIS_CAPTION:
  5.                 SetDParam(0, (this->slot == OWNER_DEITY) ? STR_AI_SETTINGS_CAPTION_GAMESCRIPT : STR_AI_SETTINGS_CAPTION_AI);

Paste #pmqd87lcm

  1. typedef std::vector<const ScriptConfigItem *> VisibleSettingsList;
  2. static VisibleSettingsList BuildVisibleSettingsList(CompanyID slot)
  3. {
  4.     VisibleSettingsList visible_settings; ///< List of visible AI settings
  5.     ScriptConfig *config_list = GetConfig(slot);

Paste #pij5ldmco

  1.  
  2. Legal Name
  3.  
  4. This is really, really important to enter correctly. Carefully read all instructions below. You will be unable to release your product via Steam until this name matches all records.
  5.  
  6. The name you enter below must be the legal entity that owns or has rights to publish the game, software or video ("content") and is the legal entity that will be signing the Steam Distribution Agreement. The legal name you enter here must match the name as written on official documents with your bank and on United States IRS tax documents or foreign tax documents if applicable. You will need to enter this name again as your bank account holder and the legal name associated w

Paste #paiimwyt5

  1. typedef std::vector<const ScriptConfigItem *> VisibleSettingsList;
  2. static VisibleSettingsList BuildVisibleSettingsList(CompanyID slot)
  3. {
  4.     VisibleSettingsList visible_settings; ///< List of visible AI settings
  5.     ScriptConfig *config_list = GetConfig(slot);

Paste #ppjgueisk

  1. typedef std::vector<const ScriptConfigItem *> VisibleSettingsList;
  2. static VisibleSettingsList BuildVisibleSettingsList(CompanyID slot)
  3. {
  4.     VisibleSettingsList visible_settings; ///< List of visible AI settings
  5.     ScriptConfig *config_list = GetConfig(slot);

Paste #pmwjhmzht

  1. private:
  2.     bool IsEditableItem(const ScriptConfigItem config_item) const
  3.     {
  4.         if (_game_mode == GM_MENU) return true;

Paste #p12grch0h

  1. bool editable = _game_mode == GM_MENU ||
  2.            (_game_mode == GM_NORMAL && (IsConsideredDead(this->slot) || (config_item.flags & SCRIPTCONFIG_INGAME) != 0)) ||
  3. (IsConsideredDead(this->slot) && (this->slot == OWNER_DEITY ? Game::GetInstance() == NULL : !IsValidAiID(this->slot) || Company::Get(this->slot)->ai_instance == NULL));

Paste #phnhf0p2b

  1. bool editable = _game_mode == GM_MENU ||
  2.            _game_mode == GM_NORMAL && (IsConsideredDead(this->slot) || (config_item.flags & SCRIPTCONFIG_INGAME) != 0) ||
  3. IsConsideredDead(this->slot) && (this->slot == OWNER_DEITY ? Game::GetInstance() == NULL : !IsValidAiID(this->slot) || Company::Get(this->slot)->ai_instance == NULL);

Paste #paxqo42ed

  1.     virtual void DrawWidget(const Rect &r, int widget) const
  2.     {
  3.         uint widest_icon = 0;
  4.         static const SpriteID icons[] = { SPR_AICONFIG_DEAD, SPR_AICONFIG_ELIGIBLE, SPR_AICONFIG_ALIVE, SPR_AICONFIG_HUMAN, SPR_AICONFIG_RANDOM };
  5.         for (uint i = 0; i < lengthof(icons); i++) {