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Paste #pceswwkbb

  1.     /* Check whether the third tile is an aqueduct head, or a water tile
  2.      * with one corner raised with or without a rail track, or a buoy. */
  3.     if (!IsTileType(tile_cur, MP_WATER)) {
  4.         if (IsTileType(tile_cur, MP_TUNNELBRIDGE)) {
  5.             if (GetTunnelBridgeTransportType(tile_cur) != TRANSPORT_WATER) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);

Paste #prho3dkro

  1.     /* Check whether the third tile is an aqueduct head, or a water tile
  2.      * with one corner raised with or without a rail track on the opposite
  3.      * corner, or a buoy. */
  4.     if (!IsTileType(tile_cur, MP_WATER)) {
  5.         if (IsTileType(tile_cur, MP_TUNNELBRIDGE)) {

Paste #pzhxcbdxc

  1. --Bridge--
  2.   Bridge -1
  3.     IsValidBridge():    false
  4.     GetName():
  5.      VT_RAIL:            (null : 0x00000000)

Paste #pj212urmk

  1. --Bridge--
  2.   Bridge -1
  3.     IsValidBridge():     false
  4.     GetName():
  5.      AIVehicle.VT_RAIL:  (null : 0x00000000)

Paste #pnkjrjxub

  1. --Bridge--
  2.   Bridge -1
  3.     IsValidBridge():    false
  4.     GetName():          (null : 0x00000000) (AIVehicle.VT_RAIL)
  5.     GetName():          (null : 0x00000000) (AIVehicle.VT_ROAD)

Paste #pzub1wt41

  1. --Bridge--
  2.   Bridge -1
  3.     IsValidBridge():    false
  4.     GetName():          (null : 0x00000000)
  5.     GetName():          (null : 0x00000000)

Paste #phtjkdxl4

  1. --Bridge--
  2.   Bridge -1
  3.     IsValidBridge():    false
  4.     GetName():          (null : 0x00000000)
  5.     GetName():          (null : 0x00000000)

Paste #p3brhxe74

  1. static bool IsPossibleLockLocation(TileIndex tile)
  2. {
  3.     DiagDirection dir = GetInclinedSlopeDirection(GetTileSlope(tile));
  4.     if (!IsValidDiagDirection(dir)) return false;

Paste #pa08dtohs

  1. /**
  2.  * Determine if a player could possibly build a ship lock that would cover this tile.
  3.  *
  4.  * @param bridge_ramp The tile to possibly outrule a bridge position
  5.  * @param bridge_dir The bridge direction

Paste #purcr82x9

  1. // default graphics chain
  2.         spriteset(athena_ss_doors_closed_livery_1_0_unflipped, "generated/graphics/athena.png") {
  3.           spriteset_template_asymmetric_unreversed_athena_unflipped(10 + 0)
  4.         }
  5.         spriteset(athena_ss_doors_open_livery_1_0_unflipped, "generated/graphics/athena.png") {

Paste #pfxnncvsd

  1. /* ******************************************************************
  2.  * Definition of the industry tile, its callbacks, and graphics chain
  3.  * ******************************************************************/
  4.             spriteset(limestone_mine_spriteset_0_0) {
  5.                         [10, 310, 64, 122, -31, -88, ANIM | NOCROP, "src/graphics/industries/limestone_mine_1.png"]

Paste #pxqvfukec

  1. /**
  2.  * Helper function
  3.  *
  4.  * @param bridge_tile
  5.  * @param bridge_dir

Paste #pwmdc97kx

  1. /**
  2.  * Helper function
  3.  *
  4.  * @param bridge_tile
  5.  * @param bridge_dir

Paste #pvjabr0nl

  1. static bool IsPossibleLockLocation(TileIndex tile)
  2. {
  3.     DiagDirection dir = GetInclinedSlopeDirection(GetTileSlope(tile));
  4.     if (dir == INVALID_DIAGDIR) return false;

Paste #plfma9jeb

  1. /** Directions to search towards given track bits and the ship's enter direction. */
  2. static const DiagDirection _ship_search_directions[6][4] = {
  3.     { DIAGDIR_NE,      INVALID_DIAGDIR, DIAGDIR_SW,      INVALID_DIAGDIR },
  4.     { INVALID_DIAGDIR, DIAGDIR_SE,      INVALID_DIAGDIR, DIAGDIR_NW      },
  5.     { INVALID_DIAGDIR, DIAGDIR_NE,      DIAGDIR_NW,      INVALID_DIAGDIR },