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OpenTTD Source 20260704-master-gbf70c61fb8
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| Dirty | Handles the repaint of some part of the screen |
| Snowline functions and data structures | |
| Sprites for rail and rail stations. | |
| Base sprites for elrail. | Offsets via an enum are used so a complete list of absolute sprite numbers is unnecessary |
| Water-related sprites. | |
| Sloped water sprites. | |
| Sprites for the locks | There are 4 kinds of locks, each of them is 3 tiles long |
| Bridge type sprites. | |
| Tubular bridges. | Tubular bridges have 3 kinds of tiles: a start tile (with only half a tube on the far side, marked _BEG a middle tile (full tunnel), marked _MID and an end tile (half a tube on the near side, marked _END |
| Town/house sprites. | Used in town_land.h CNST1..3 = Those are the different stages of construction The last 2 hexas correspond to the type of building it represent, if any |
| House 06. | These are in fact two houses for the same houseID, so V1 and V2 |
| Stadium. | |
| Easter egg/disaster sprites | |
| Cursor sprite numbers. | |
| Animated cursors. | |
| Rows and columns in the viewport | Columns are vertical sections of the viewport that are half a tile wide |
| Hierarchical widgets | Hierarchical widgets, also known as nested widgets, are widgets stored in a tree |
| Hierarchical widget parts | To make nested widgets easier to enter, nested widget parts have been created |