Commit graph

411 commits

Author SHA1 Message Date
Kyle Kirbatski
4f03530e48 Clean up instances of 0x.. & 0x.. to 0x.., 0x.. 2015-12-12 14:08:09 -06:00
Kyle Kirby
caf07c2064 Clean up the comments a litte
• Make comment heads be /**
• Make rct2 addresses be double spaced indented
• Make there be a space afte rct2: and the address
• Make single-line rct2 addresses be full block comments
• Move description of method to top of comment
2015-12-11 16:19:46 -06:00
Duncan
396e6f8fee Merge pull request #2297 from osconnoisseur/decompile-map_set_land_height
Decompilation of map_set_land_height
2015-11-30 20:35:50 +00:00
IntelOrca
c6056cbb6c Merge branch 'pre-release-0.0.3' into develop
Conflicts:
	src/audio/audio.c
2015-11-27 22:05:40 +00:00
duncanspumpkin
843999997b Fix #2375. Issue caused by invalid z coordinate for invalidate.
Also fixed a couple other functions which were calling with the incorrect z value
2015-11-27 19:17:35 +00:00
duncanspumpkin
691aec5035 Fix #2381. Map animation invalidate now called during pause mode
This was causing the number of map animations to skyrocket as there was no way to remove animations caused by ghosts. This shouldn't progress the animation only remove invalid animations.
2015-11-27 18:40:37 +00:00
duncanspumpkin
119ca58cc7 Add check to prevent exceeding the maximum number of animations. Probable cause of #2381 2015-11-27 18:01:45 +00:00
duncanspumpkin
83d183954a Fix #2337. Fixed footpath placements with walls. 2015-11-24 20:10:03 +00:00
duncanspumpkin
5bd3b8d6af Implement util_rand due to rand having a poor range on some platforms 2015-11-20 21:40:36 +00:00
duncanspumpkin
e05475cb38 Fix #2342. Accidentally disabled pause mode building for large scenery 2015-11-18 22:32:23 +00:00
Duncan
e36ed5e732 Merge pull request #2325 from BodrickLight/refactor
Refactor audio.c and audio.h
2015-11-18 17:33:21 +00:00
Dom Light
bb62b7561a Replace some uses of play_sound_panned with play_sound_at_location 2015-11-18 00:03:15 +00:00
Dom Light
e9b7e41635 Refactor audio_sound_play_planned 2015-11-17 23:05:24 +00:00
duncanspumpkin
6d3eaafe2f Fix #2327. Fix no entry signs.
Issue was caused by mistakenly not stopping searching for tiles after finding the correct one. Mistake made during refactoring
2015-11-17 19:04:43 +00:00
Dom Light
b9d48d2f9b Document audio.h 2015-11-17 01:05:22 +00:00
Dom Light
3a8b25a0ee Sanitize audio.h 2015-11-17 01:05:14 +00:00
duncanspumpkin
c1ed727067 Fix #2305. Fences now build correctly with shift.
Issue was caused by failing to reinitialise a variable and reusing a variable name for two different purposes. It has been fixed by nameing the variable and also initialising it.
2015-11-16 20:19:58 +00:00
U-ASUS-EEEPC\Cameron Hall
da79f706f3 Hoist gCheatsDisableSupportLimits check outside of loop 2015-11-16 12:09:11 -06:00
zsilencer
292b67874f Fix #2311. Water no longer is able to be raised above existing map elements. 2015-11-16 10:38:20 -07:00
Cameron
763a5f2938 Restore newline at end of file 2015-11-15 15:50:36 -06:00
Cameron
1fc7793c2a Clean up and match coding style 2015-11-15 15:48:27 -06:00
duncanspumpkin
82498c4a57 Fix #1922. Corrected invalid viewport code.
ACTIVE_VIEWPORT_PTR_ARRAY should be iterated along checking for a NULL pointer. To indicate the list end. Removed NEW_VIEWPORT macro as its description was incorrect.
2015-11-15 21:05:30 +00:00
U-HP-Pavilion-PC\Cameron
e5ad14e3f5 Finished decompiling 2015-11-15 12:20:01 -06:00
U-HP-Pavilion-PC\Cameron
cfdc0cf057 More refactoring 2015-11-15 11:01:34 -06:00
duncanspumpkin
485705f1cb Fix incorrect parameter type 2015-11-15 10:05:22 +00:00
U-HP-Pavilion-PC\Cameron
0a824d0957 saving my work 2015-11-14 22:45:13 -06:00
duncanspumpkin
8d2641a2a1 Fix mistake in last commit 2015-11-14 16:45:42 +00:00
duncanspumpkin
13e43b779b Refactor large scenery placement 2015-11-14 16:44:03 +00:00
duncanspumpkin
331d75e5f7 Fix signs. Broken by #2172 2015-11-14 12:40:40 +00:00
duncanspumpkin
bdd29107e6 Refactoring 2015-11-14 11:56:13 +00:00
U-HP-Pavilion-PC\Cameron
f9b1a9eeb4 Refactor some more and fix #2264 2015-11-13 19:50:20 -06:00
duncanspumpkin
954d6348b2 Fix change in function name 2015-11-14 00:12:19 +00:00
duncanspumpkin
d0332c81d8 Refactor and move wide flag code. 2015-11-14 00:08:31 +00:00
U-ASUS-EEEPC\Cameron Hall
2cd40b025a Fixed one of my bugs and did some refactoring. Still more refactoring to do... 2015-11-13 13:48:21 -06:00
duncanspumpkin
aa55ca6b62 Refactor banner_remove. Fixed an original bug.
Banners that are placed on two different heights that face the same direction will end up bugging out. This has now been fixed. This required modification of the top toolbar code in order to correctly set the z variable.
2015-11-13 18:30:14 +00:00
U-HP-Pavilion-PC\Cameron
0757b09781 refactor 2015-11-12 22:47:36 -06:00
U-ASUS-EEEPC\Cameron Hall
9cf2783785 Initial work. Decompiled up to 0x663BE4 2015-11-12 17:02:04 -06:00
duncanspumpkin
a0014eee09 Refactor set scenery and fence. 2015-11-12 19:22:08 +00:00
duncanspumpkin
e857f2d3c8 Refactor set_banner and set_large_scenery 2015-11-11 20:24:59 +00:00
duncanspumpkin
77699e99e5 Final fix of #2151.
Large Scenery, land, water now also force a retry of track placement. Small scenery, walls do not block tracks so do not require this.
2015-11-10 21:34:09 +00:00
IntelOrca
c9de9aeee0 fix #2051, stop queue paths connecting to three different directions 2015-11-10 21:23:16 +00:00
duncanspumpkin
026dba0348 Fix issue with last commit.
If large scenery was outside of selection area it would not have its flag reset. Now it will clear the flag for all large tiles. This could do with improving at some point in the future
2015-11-10 19:38:48 +00:00
duncanspumpkin
e6c08fcdf4 Fix #1539. This is an alternative to @warp-10 's technique.
Sets a flag when using the clear large scenery to prevent profit when destroying large scenery.
2015-11-10 19:04:36 +00:00
duncanspumpkin
1f08f092dd Fix #2273
This was also allowing bins to be paid for placing in a 4 connected tile
2015-11-10 17:23:38 +00:00
IntelOrca
c7a85c5114 add desync debug checks for scenario_rand 2015-11-07 17:56:19 +00:00
duncanspumpkin
bbe2a34714 Fix #2151.
I think this fixes the issue but its hard to understand from the original
issue.
2015-11-03 14:39:33 +00:00
Michał Janiszewski
c0e2a5c7be Add get_current_rotation function and DEBUG_LEVEL macros 2015-11-02 22:58:15 +01:00
IntelOrca
61b7c77be3 add colour enum 2015-11-01 22:21:46 +00:00
duncanspumpkin
428613a804 Fix #2122. Mechanics default to blue and guards yellow. 2015-11-01 20:04:24 +00:00
zsilencer
a95357a32d signs and banners editable in multiplayer 2015-10-31 11:07:36 -06:00