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Paste #paezrhq73

  1. class GfxClippingArea : public Backup<DrawPixelInfo>
  2. {
  3. public:
  4.   GfxClippingArea(const char * const file, const int line) : Backup<DrawPixelInfo>(_cur_dpi, file, line) {}

Paste #p1tainnyy

  1. {
  2.   GfxClippingArea clipping;
  3.   if (!clipping.Clip(r.left + WD_BEVEL_LEFT, r.top + WD_BEVEL_TOP, width, height)) break;
  4.  
  5.   // draw stuff
  6. }

Paste #pbft3mxmv

  1. (OTTD_graphics)pdq2s-MacBook-Pro-2:busy-bee-gs andy $ python musa.py
  2.   File "musa.py", line 1
  3. SyntaxError: Non-ASCII character '\xe4' in file musa.py on line 2, but no encoding declared; see http://www.python.org/peps/pep-0263.html for details

Paste #pduokh7wn

  1. Index: src/gfx.cpp
  2. ===================================================================
  3. --- src/gfx.cpp (revision 27171)
  4. +++ src/gfx.cpp (working copy)
  5. @@ -1636,8 +1636,11 @@

Unaffect Industry tile m1

  1. Index: src/industry_cmd.cpp
  2. ===================================================================
  3. --- src/industry_cmd.cpp    (revision 27171)
  4. +++ src/industry_cmd.cpp    (working copy)
  5. @@ -1756,8 +1756,13 @@

Unaffect Industry tile m1

  1. Index: src/industry_cmd.cpp
  2. ===================================================================
  3. --- src/industry_cmd.cpp    (revision 27171)
  4. +++ src/industry_cmd.cpp    (working copy)
  5. @@ -1756,8 +1756,13 @@

Unaffect Industry tile m1

  1. Index: src/industry_cmd.cpp
  2. ===================================================================
  3. --- src/industry_cmd.cpp    (revision 27171)
  4. +++ src/industry_cmd.cpp    (working copy)
  5. @@ -1756,8 +1756,13 @@

Paste #ptabumwiq

  1.     /* I must comment something about bit 4 */
  2.     for (TileIndex t = 0; t < map_size; t++) {
  3.         if (IsTileType(t, MP_INDUSTRY) && (GetWaterClass(t) != WATER_CLASS_CANAL)) {
  4.             SB(_m[t].m1, 4, 1, 1);
  5.         }
  6.     }

Paste #plrxydqmr

  1.     do {
  2.         TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
  3.  
  4.         if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
  5.             i->location.Add(cur_tile);

Paste #pwhxeitqi

  1.     do {
  2.         TileIndex cur_tile = tile + ToTileIndexDiff(it->ti);
  3.  
  4.         if (it->gfx != GFX_WATERTILE_SPECIALCHECK) {
  5.             i->location.Add(cur_tile);

Paste #padnup7ox

  1. +       /* In diagonal crossings patch, level crossings were changed to store the rail
  2. +        * direction, to allow for diagonal level crossings. We need to add the
  3. +        * rail direction to all existing level crossings. */
  4. +       if (IsSavegameVersionBefore(SLV_DIAG_CROSSINGS)) {
  5. +               for (TileIndex t = 0; t < map_size; t++) {

Paste #p4wa2bsjj

  1.     if (IsSavegameVersionBefore(195)) {
  2.         for (TileIndex t = 0; t < map_size; t++) {
  3.             if (IsTileType(t, MP_INDUSTRY)) {
  4.                 SB(_m[t].m1, 4, 1, 1);
  5.             }

Paste #pohm0nsgs

  1. Index: src/table/build_industry.h
  2. ===================================================================
  3. --- src/table/build_industry.h  (revision 27171)
  4. +++ src/table/build_industry.h  (working copy)
  5. @@ -293,6 +293,19 @@

Paste #p3qegpnbn

  1. /*
  2.    -4 -3 -2 -1 00 01 02 03 04 05 ->>> x
  3. -4 xx xx xx xx xx xx xx xx xx xx
  4. -3 xx                         xx
  5. -2 xx                         xx

Paste #pjeffivhq

  1. /*
  2.    -4 -3 -2 -1 00 01 02 03 04 05 ->>> x
  3. -4 xx xx xx xx xx xx xx xx xx xx
  4. -3 xx                         xx
  5. -2 xx                         xx