250 bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag); |
250 bool AiNew_SetSpecialVehicleFlag(Player *p, Vehicle *v, uint flag); |
251 uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v); |
251 uint AiNew_GetSpecialVehicleFlag(Player *p, Vehicle *v); |
252 |
252 |
253 // ai_build.c |
253 // ai_build.c |
254 bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile); |
254 bool AiNew_Build_CompanyHQ(Player *p, TileIndex tile); |
255 int AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag); |
255 CommandCost AiNew_Build_Station(Player *p, byte type, TileIndex tile, byte length, byte numtracks, byte direction, byte flag); |
256 int AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag); |
256 CommandCost AiNew_Build_Bridge(Player *p, TileIndex tile_a, TileIndex tile_b, byte flag); |
257 int AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag); |
257 CommandCost AiNew_Build_RoutePart(Player *p, Ai_PathFinderInfo *PathFinderInfo, byte flag); |
258 EngineID AiNew_PickVehicle(Player *p); |
258 EngineID AiNew_PickVehicle(Player *p); |
259 int AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag); |
259 CommandCost AiNew_Build_Vehicle(Player *p, TileIndex tile, byte flag); |
260 int AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag); |
260 CommandCost AiNew_Build_Depot(Player* p, TileIndex tile, DiagDirection direction, byte flag); |
261 |
261 |
262 #endif /* AI_TROLLY_H */ |
262 #endif /* AI_TROLLY_H */ |