table/clear_land.h
author bjarni
Mon, 14 Aug 2006 15:03:01 +0000
changeset 4262 4657d940a84c
parent 2548 97ada3bd2702
child 4344 5d0e40cd67b9
permissions -rw-r--r--
(svn r5888) -Fix: [autoreplace] if vehicles breakdowns and service are turned off, the vehicles failed to enter any depots
now they will quickly go to a depot if set to be replaced
the tradeoff is that a vehicle set to be replaced and without a depot in the orders will forget about the orders and head for a depot. If the replace fails (lack of money), it will exit and try to head for the depot again
also all vehicles of that type will rush to the depots at once, risking causing traffic jams. This is because there is no way to even it out like normal depot visits offers
Tip: add a depot to the orders of all vehicles, set it to service only and it will always be skipped unless the vehicle is set to be replaced. This should help on the jam issue and if the replace fails, the vehicle will go though a whole round of the orders and make more money before trying again
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/* $Id$ */
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static const SpriteID _landscape_clear_sprites[8] = {
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	0xFA0,
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	0xFB3,
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	0xFB4,
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	0xFB5,
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	0xFB6,
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	0xFA0,
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	0xFB3,
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	0xFB4,
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};
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static const byte _fence_mod_by_tileh[32] = {
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	0,2,4,0,0,2,4,0,
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	0,2,4,0,0,2,4,0,
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	0,2,4,0,0,2,4,4,
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	0,2,4,2,0,2,4,0,
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};
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static const byte _fence_mod_by_tileh_2[32] = {
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	1,1,5,5,3,3,1,1,
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	1,1,5,5,3,3,1,1,
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	1,1,5,5,3,3,1,5,
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	1,1,5,5,3,3,3,1,
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};
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static const SpriteID _clear_land_fence_sprites_1[7] = {
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	0xFFA,
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	0x1000,
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	0x1006,
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	0x100C,
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	0x1012,
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	0x1018,
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};
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static const SpriteID _clear_land_sprites_1[16] = {
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	0x101E,
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	0x1031,
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	0x1044,
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	0x1057,
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	0x106A,
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	0x107D,
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	0x1090,
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	0x10A3,
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	0x10B6,
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};
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static const SpriteID _clear_land_sprites_2[8] = {
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	0x118D,
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	0x11A0,
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	0x11B3,
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	0x11C6,
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};
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static const SpriteID _clear_land_sprites_3[8] = {
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	0x118D,
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	0x11A0,
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	0x11B3,
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	0x11C6,
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};