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fix(track): timbermodel of a track lays switch timbers without sleepers3d in eu07.ini
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@@ -5884,7 +5884,6 @@ void opengl46_renderer::Render_Sleepers( TTrack *Track )
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void opengl46_renderer::Render_Timbers( scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last )
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{
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if( Global.SleeperDistance <= 0.f ) { return; }
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if( track_sleepers::timber_model() == nullptr ) { return; }
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auto const shadows = ( m_renderpass.draw_mode == rendermode::shadows );
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// the distance is taken from the camera of the view, the shadow pass culling against its own frustum
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@@ -58,7 +58,8 @@ bool bedded( TTrack const &Track ) {
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bool lays( TTrack const &Track ) {
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return timber_model() != nullptr && bedded( Track );
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// the model of the track itself (timbermodel) is enough, without sleepers3d in eu07.ini
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return bedded( Track ) && timber_model( Track ) != nullptr;
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}
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std::vector<std::pair<double, double>> shared_zones( TTrack const &Track, int const Path ) {
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@@ -93,7 +93,7 @@ struct laid {
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double constexpr bed_drop { 0.06 };
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// the model the timbers are made of where a track has none of its own, set with sleepers3d in eu07.ini and loaded on the first
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// use; null when there's none, and no beams are laid
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// use; null when there's none, and only the tracks with a timbermodel of their own lay beams
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beam_model const *timber_model();
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// the model of the sleepers of the tracks running alone, set with sleepers3dplain; null when there's none
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beam_model const *plain_model();
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@@ -104,7 +104,7 @@ beam_model const *plain_model( TTrack const &Track );
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double plain_length( TTrack const &Track );
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// whether the track has the ballast the simulator makes, which the beams are laid on when there's a model of them
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bool bedded( TTrack const &Track );
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// whether the track gets beams: a rail track with the ballast made by the simulator, and the model is there
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// whether the track gets beams: a rail track with the ballast made by the simulator, and the model is there, its own or of eu07.ini
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bool lays( TTrack const &Track );
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// where along the path of the track its rails lie on timbers shared with other tracks: where another track runs so near that
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// the plain sleepers of the two would touch, of the lengths of the models they'd be made of. this goes by the shape of the
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