Loading

Paste #ptpzudymz

  1. Name        : lua-json
  2. Arch        : noarch
  3. Epoch       : 0
  4. Version     : 1.3.2
  5. Release     : 5.fc23

Paste #p27gploqd

  1. // Automatically generated by GRFCODEC. Do not modify!
  2. // (Info version 7)
  3. // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
  4.    0 sprites/trafficlights.pcx 18 8 01 20 20 0 0
  5.    1 sprites/trafficlights.pcx 50 8 01 31 31 0 0

Paste #pdxbuai2y

  1. grf {
  2.     grfid:                  "MI\02\04";
  3.     name:                   string(STR_GRF_NAME);
  4.     desc:                   string(STR_GRF_DESCRIPTION);
  5.     version:                1;

Paste #pyzm6yfon

  1. // Automatically generated by GRFCODEC. Do not modify!
  2. // (Info version 7)
  3. // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
  4.     0 sprites/trafficlights.pcx 18 8 01 20 20 0 0
  5.     1 sprites/trafficlights.pcx 50 8 01 31 31 0 0

Paste #pnouumjam

  1. Index: projects/openttd_vs140.vcxproj
  2. ===================================================================
  3. --- projects/openttd_vs140.vcxproj  (revision 27543)
  4. +++ projects/openttd_vs140.vcxproj  (working copy)
  5. @@ -1,4 +1,4 @@

Paste #pwcw1hpc4

  1. Index: src/ai/ai_gui.cpp
  2. ===================================================================
  3. --- src/ai/ai_gui.cpp   (revision 27601)
  4. +++ src/ai/ai_gui.cpp   (working copy)
  5. @@ -532,7 +532,10 @@

Paste #pvv7tf0wi

  1. /*
  2.  * This file is part of SynTrans, which is an AI for OpenTTD
  3.  *
  4.  * SynTrans is free software; you can redistribute it and/or modify it
  5.  * under the terms of the GNU General Public License as published by

Paste #pb4b1zhuy

  1.     @property
  2.     def spriterow_num(self):
  3.         # ugly forcing of over-ride for out-of-sequence repeating vehicles
  4.         if self.unit_num_providing_spriterow_num is not None:
  5.             return self.unit_num_providing_spriterow_num

4096x4096 Arctic, Origina

  1. tree_placer = 0, savegame_format = lzma-0   6,20 MB (6.505.784 bytes)
  2. tree_placer = 0, savegame_format = lzma-1   5,65 MB (5.932.960 bytes)
  3. tree_placer = 0, savegame_format = lzma-2   5,28 MB (5.545.020 bytes)
  4. tree_placer = 0, savegame_format = lzma-3   5,13 MB (5.381.236 bytes)
  5. tree_placer = 0, savegame_format = lzma-4   5,02 MB (5.271.924 bytes)

Paste #pmcof1dnt

  1. Index: src/engine.cpp
  2. ===================================================================
  3. --- src/engine.cpp  (revision 27595)
  4. +++ src/engine.cpp  (working copy)
  5. @@ -85,6 +85,7 @@

Paste #pwmvwgley

  1. Index: src/engine.cpp
  2. ===================================================================
  3. --- src/engine.cpp  (revision 27595)
  4. +++ src/engine.cpp  (working copy)
  5. @@ -902,7 +902,7 @@

Paste #pojcblf4i

  1.     /**
  2.      * Some data on this window has become invalid.
  3.      * @param data Information about the changed data.
  4.      * @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details.
  5.      */

Paste #ptwttkait

  1.     /**
  2.      * Given the current selected Company slot and a direction to search,
  3.      * get the first free Company slot that is found.
  4.      * @note Returns INVALID_COMPANY if none was found.
  5.      * @note A direction must be provided.

Paste #ptw9byi8h

  1.     /**
  2.      * Given the current selected Company slot and a direction to search,
  3.      * get the first free Company slot or INVALID_COMPANY if there's none.
  4.      * @param slot The currently selected Company slot
  5.      * @param dir The direction to search (-1 to search above, +1 to search below)

Paste #pihxgwnhk

  1. function TownManager::GetNewTruckStopList(town, articulated) {
  2.         local result_list = AITileList(), tile_list = AITileList();
  3.         local dist = abs(AITown.GetPopulation(town)/400)+3;
  4.         tile_list.AddRectangle(AITown.GetLocation(town) + AIMap.GetTileIndex(-dist,-dist),
  5.                                                         AITown.GetLocation(town) + AIMap.GetTileIndex(dist,dist));