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Paste #psklsp44o

  1. #!/usr/bin/env python3
  2.  
  3. # Programme to calculate the best build strategy for a ressource with N given fields
  4.  
  5. import numpy as np

Paste #ptizrj53b

  1. Index: src/depot_gui.cpp
  2. ===================================================================
  3. --- src/depot_gui.cpp   (revision 27935)
  4. +++ src/depot_gui.cpp   (working copy)
  5. @@ -383,12 +383,13 @@

Paste #ptbisgux9

  1. /**
  2.  * Build a ship depot.
  3.  * @param tile tile where ship depot is built
  4.  * @param flags type of operation
  5.  * @param p1 bit 0 depot orientation (Axis)

layered wagon

  1.  
  2. spriteset           (spriteset_wagon_wheel, "../gfx/8bpp/hopper-test/x1/wagon-wheel-x1-8bpp.png" )  {template_vehicle8_x1_8bpp(0)}
  3. alternative_sprites (spriteset_wagon_wheel, ZOOM_LEVEL_IN_4X,  BIT_DEPTH_8BPP         )     {template_vehicle8_x4(0, "../gfx/8bpp/hopper-test/wagon-wheel-8bpp.png")}
  4. alternative_sprites (spriteset_wagon_wheel, ZOOM_LEVEL_NORMAL, BIT_DEPTH_32BPP        )     {template_vehicle8_x1(0, "../gfx/32bpp/hopper-test/x1/wagon-wheel-x1.png")}
  5. alternative_sprites (spriteset_wagon_wheel, ZOOM_LEVEL_IN_4X,  BIT_DEPTH_32BPP        )   {template_vehicle8_x4(0, "../gfx/32bpp/hopper-test/wagon-wheel.png")}

Paste #pxbdzvrr4

  1. //  if (!IsTileFlat(tile) || !IsTileFlat(tile2)) {
  2. //      int z_slope1;
  3. //      Slope slope1 = GetTileSlope(tile, &z_slope1);
  4. //      int z_middle_corner_n = TileHeight(tile2);
  5. //      int z_middle_corner_s = TileHeight(TileAddByDiagDir(tile2, AxisToDiagDir(OtherAxis(axis))));

Paste #po85kouwx

  1.     int best_h;
  2.     int last_sum = MAX_TILE_HEIGHT;
  3.     for (int h = min_h; h <= max_h; h++) {
  4.         int sum = 0;
  5.         for (int c = 0; c < lengthof(corners); c++) {

Paste #p3elkxu0z

  1. /**
  2.  * Build a ship depot.
  3.  * @param tile tile where ship depot is built
  4.  * @param flags type of operation
  5.  * @param p1 bit 0 depot orientation (Axis)

Paste #pdynurwc5

  1. /**
  2.  * Build a ship depot.
  3.  * @param tile tile where ship depot is built
  4.  * @param flags type of operation
  5.  * @param p1 bit 0 depot orientation (Axis)

Paste #pqxt3ctlh

  1.  
  2. switch (FEAT_TRAINS,SELF, switch_hopper_wagon_layers, [
  3.   STORE_TEMP((getbits(extra_callback_info1, 8, 8) < 4 ? CB_FLAG_MORE_SPRITES  : 0) + PALETTE_USE_DEFAULT, 0x100),
  4.   getbits(extra_callback_info1, 8, 8)
  5. ]){

layers test

  1.  
  2. spriteset           (spriteset_wagon_wheel, "../gfx/8bpp/hopper-test/x1/wagon-wheel-x1-8bpp.png" )  {template_vehicle8_x1_8bpp(0)}
  3. alternative_sprites (spriteset_wagon_wheel, ZOOM_LEVEL_IN_4X,  BIT_DEPTH_8BPP         )     {template_vehicle8_x4(0, "../gfx/8bpp/hopper-test/wagon-wheel-8bpp.png")}
  4. alternative_sprites (spriteset_wagon_wheel, ZOOM_LEVEL_NORMAL, BIT_DEPTH_32BPP        )     {template_vehicle8_x1(0, "../gfx/32bpp/hopper-test/x1/wagon-wheel-x1.png")}
  5. alternative_sprites (spriteset_wagon_wheel, ZOOM_LEVEL_IN_4X,  BIT_DEPTH_32BPP        )   {template_vehicle8_x4(0, "../gfx/32bpp/engihopper-testne01/wagon-wheel.png")}

Paste #pmudplmuu

  1. static bool AdjacentLock(TileIndex t, DiagDirection d, bool check_tile_flat) {
  2.     if (check_tile_flat && IsTileFlat(t)) return true;
  3.     DiagDirection ts = GetInclinedSlopeDirection(GetTileSlope(t));
  4.     if (ts != d) return true;
  5.     if (ts != ReverseDiagDir(d)) return true;

Paste #pno9y11jg

  1. /**
  2.  * Make a connected lake; fill all tiles in the circular tile search that are connected.
  3.  * @param tile The tile to consider for lake making.
  4.  * @param user_data The height of the lake.
  5.  * @return Always false, so it continues searching.

Paste #ps9wzxlin

  1. /**
  2.  * Check whether a river could (logically) flow into a lock.
  3.  * @param tile the middle tile of a lock.
  4.  * @recursive whether the function is being called recursively.
  5.  * @return true iff the water can be flowing into a lock.

Paste #pdbjhwad9

  1. /**
  2.  * Check whether a river could (logically) flow into a lock.
  3.  * @param tile the middle tile of a lock.
  4.  * @recursive whether the function is being called recursively.
  5.  * @return true iff the water can be flowing into a lock.

Paste #phizsmaeo

  1. Index: src/industry_cmd.cpp
  2. ===================================================================
  3. --- src/industry_cmd.cpp    (revision 27931)
  4. +++ src/industry_cmd.cpp    (working copy)
  5. @@ -491,7 +491,12 @@