Darkvater
e21b7eebfa
(svn r4430) - NewGRF: Use the bridge's sprite layout for drawing high pillars. This fixes newgrf's high-bridge pillars drawing. Also remove the now obsolete _bridge_poles_table which was already integrated into the bridge sprite tables
2006-04-15 16:07:00 +00:00
tron
f262ae6c8b
(svn r3889) Change a part of the bridge drawing code to make it more comprehensible and add the needed accessors
2006-03-15 17:27:15 +00:00
tron
94e09ba605
(svn r3118) Name 3 palette modifiers properly (belugas)
2005-11-02 13:06:07 +00:00
tron
c1c086d9a0
(svn r3108) Confine the use of SPR_OPENTTD_BASE to table/sprites.h by adding/using some sprite enums
2005-10-31 10:23:58 +00:00
tron
2cc2154ad2
(svn r3077) static, const, bracing, indentation, 0 -> '\0'/NULL, typos in comments, excess empty lines, minor other changes
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nothing spectacular, just some stuff, which piled up
2005-10-22 06:39:32 +00:00
celestar
cb67ee9bf5
(svn r3063) -Codechange: Demystified and commented bridge_land.h. Also removed two arrays that are not referred to
2005-10-19 06:17:11 +00:00
celestar
238e47cd42
(svn r2702) -Codechange: Cleaned up the sprite code and replaced many magic numbers
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by enums. There remains work in gfx.c to move the "transparency" and
"recolor" bits around to make space for more sprites. However, 2800
additional sprites can now be loaded. There also remains cleanup and
Doxygen work on many of the header files.
2005-07-24 15:56:31 +00:00
tron
a227065ab7
(svn r2701) Insert Id tags into all source files
2005-07-24 14:12:37 +00:00
Darkvater
7da3b3b92d
(svn r2066) - Fix: [ 1164248 ] game crash while AI builds bridge. Also protect bridge building against invalid bridges and some safeguards when drawing.
2005-03-25 17:30:54 +00:00
tron
daa599c135
(svn r827) Dye bridge ramps in the matching colours compared to the rest of the bridge
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This fix was created by Celestar
2004-11-26 21:11:37 +00:00
tron
1c86acd8ba
(svn r826) Seperate all bridge related tables from tunnel_land.h into their own file
2004-11-26 20:29:05 +00:00