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Paste #pwzj5uvjx

  1. void ScriptConfig::ResetChangeableSettings()
  2. {
  3.     for (SettingValueList::iterator it = this->settings.begin(); it != this->settings.end();) {
  4.         const ScriptConfigItem *config_item = this->info->GetConfigItem((*it).first);
  5.         assert(config_item != NULL);

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 #phnzkfdkd

  1. void AIConfig::AddRandomDeviation()
  2. {
  3.     ScriptConfigItemList::const_iterator it = NULL;
  4.     for (it = this->GetConfigList()->begin(); it != this->GetConfigList()->end(); it++) {
  5.         /* start_date = 0 is a special case, where random deviation does not occur. */

Paste #pjysl6t8a

  1.     if (AI::CanStartNew() && _game_mode != GM_MENU && --_next_competitor_start == 0) {
  2.         /* Allow multiple AIs to possibly start in the same tick. */
  3.         do {
  4.             if (!MaybeStartNewCompany()) break;
  5.         } while (AI::GetStartNextTime() == 0);
  6.     }

Paste #palwv1ltm

  1. STR_CONFIG_SETTING_TOWN_CARGOGENMODE                            :Town cargo generation: {STRING2}
  2. STR_CONFIG_SETTING_TOWN_CARGOGENMODE_HELPTEXT                   :How much cargo is produced by houses in towns, relative to the overall population of the town.{}{LTBLUE}Quadratic growth:{WHITE} a town with twice the population generates four times as many passengers. This is the original behaviour{}{LTBLUE}Linear growth:{WHITE} A town twice the size generates twice the amount of passengers.
  3. STR_CONFIG_SETTING_TOWN_CARGOGENMODE_ORIGINAL                   :Quadratic
  4. STR_CONFIG_SETTING_TOWN_CARGOGENMODE_BITCOUNT                   :Linear

Paste #pzbubvo7n

  1.     if (_game_mode != GM_MENU && AI::CanStartNew() && --_next_competitor_start == 0) {
  2.         /* Allow multiple AIs to possibly start in the same tick. */
  3.         do {
  4.             Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
  5.             bool failed_to_start = !MaybeStartNewCompany();

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 #pauxxybiu

  1.     openttd.exe!Utf8Decode(unsigned int * c, const char * s) Line 452   C++
  2.     [Inline Frame] openttd.exe!Utf8Consume(const char * *) 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 798   C++
  6.     open

rcon3.diff

  1. Index: src/console_cmds.cpp
  2. ===================================================================
  3. --- src/console_cmds.cpp    (Revision 20473)
  4. +++ src/console_cmds.cpp    (Arbeitskopie)
  5. @@ -18,6 +18,7 @@

Paste #pmz1cua17

  1. /* static */ void AI::Stop(CompanyID company)
  2. {
  3.     if (_networking && !_network_server) return;
  4.  
  5.     Backup<CompanyByte> cur_company(_current_company, company, FILE_LINE);

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++) {

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 #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 #p8bxr0ans

  1. /**
  2.  * State controlling game loop.
  3.  * The state must not be changed from anywhere but here.
  4.  * That check is enforced in DoCommand.
  5.  */

Paste #p81twzrdx

  1. STR_CONFIG_SETTING_TOWN_CARGOGENMODE                            :Town cargo generation: {STRING2}
  2. STR_CONFIG_SETTING_TOWN_CARGOGENMODE_HELPTEXT                   :How much cargo is produced by houses in towns, relative to the overall population of the town.{}Quadratic growth: a town with twice the population generates four times as many passengers.{}Linear growth: A town twice the size generates twice the amount of passengers.
  3. STR_CONFIG_SETTING_TOWN_CARGOGENMODE_BITCOUNT                   :Linear
  4. STR_CONFIG_SETTING_TOWN_CARGOGENMODE_ORIGINAL                   :Quadratic (original)