From 403a6d1f9f6ed080a01da23218a21fcd8cca1894 Mon Sep 17 00:00:00 2001 From: jerrrrycho Date: Thu, 1 Oct 2026 07:58:28 +0200 Subject: [PATCH] fix: yet other sonar sast fixes --- McZapkie/Mover.cpp | 19 ++++++++----------- rendering/opengl33renderer.cpp | 8 ++++---- rendering/openglrenderer.cpp | 8 ++++---- simulation/simulationenvironment.cpp | 6 +++--- 4 files changed, 19 insertions(+), 22 deletions(-) diff --git a/McZapkie/Mover.cpp b/McZapkie/Mover.cpp index 68b88918..61bdc17a 100644 --- a/McZapkie/Mover.cpp +++ b/McZapkie/Mover.cpp @@ -2408,7 +2408,7 @@ bool TMoverParameters::IncMainCtrl(int CtrlSpeed) { ++MainCtrlPos; OK = true; - if (EIMCtrlType == 0 && SpeedCtrlAutoTurnOffFlag & 1 == 1 && MainCtrlActualPos != MainCtrlPos) + if (EIMCtrlType == 0 && ( SpeedCtrlAutoTurnOffFlag & 1 ) == 1 && MainCtrlActualPos != MainCtrlPos) { DecScndCtrl(2); SpeedCtrlUnit.IsActive = false; @@ -2591,7 +2591,7 @@ bool TMoverParameters::DecMainCtrl(int CtrlSpeed) { MainCtrlPos--; OK = true; - if (EIMCtrlType == 0 && SpeedCtrlAutoTurnOffFlag & 1 == 1 && MainCtrlActualPos != MainCtrlPos) + if (EIMCtrlType == 0 && (SpeedCtrlAutoTurnOffFlag & 1) == 1 && MainCtrlActualPos != MainCtrlPos) { DecScndCtrl(2); SpeedCtrlUnit.IsActive = false; @@ -2780,7 +2780,7 @@ bool TMoverParameters::IncScndCtrl(int CtrlSpeed) if (OK && EngineType == TEngineType::ElectricInductionMotor && ScndCtrlPosNo == 1 && MainCtrlPos > 0) { SpeedCtrlValue = Vel; - if (EIMCtrlType == 0 && SpeedCtrlAutoTurnOffFlag & 1 == 1) + if (EIMCtrlType == 0 && (SpeedCtrlAutoTurnOffFlag & 1) == 1) { MainCtrlActualPos = MainCtrlPos; } @@ -4586,14 +4586,11 @@ void TMoverParameters::UpdatePipePressure(double dt) auto const lowvoltagepower{Power24vIsAvailable || Power110vIsAvailable}; - if (true == RadioStopFlag || true == AlarmChainFlag || (true == EIMCtrlEmergency && LocalBrakePosA >= 1.0) || SecuritySystem.is_braking() || - (SpringBrakeDriveEmergencyVel >= 0 && Vel > SpringBrakeDriveEmergencyVel && SpringBrake.IsActive) - /* - // NOTE: disabled because 32 is 'load destroyed' flag, what does this have to do with emergency brake? - // (if it's supposed to be broken coupler, such event sets alarmchainflag instead when appropriate) - || ( true == TestFlag( EngDmgFlag, 32 ) ) - */ - || (0 == CabActive && InactiveCabFlag & activation::emergencybrake) || (SpringBrakeDriveEmergencyVel >= 0 && Vel > SpringBrakeDriveEmergencyVel && SpringBrake.IsActive)) + // EngDmgFlag 32 (load destroyed) used to trigger this too; dropped, it has nothing to do with + // the emergency brake (a broken coupler sets AlarmChainFlag instead) + if (RadioStopFlag || AlarmChainFlag || (EIMCtrlEmergency && LocalBrakePosA >= 1.0) || SecuritySystem.is_braking() || + (SpringBrakeDriveEmergencyVel >= 0 && Vel > SpringBrakeDriveEmergencyVel && SpringBrake.IsActive) || + (0 == CabActive && (InactiveCabFlag & activation::emergencybrake) != 0)) { EmergencyValveFlow = PF(0, PipePress, 0.15) * dt; } diff --git a/rendering/opengl33renderer.cpp b/rendering/opengl33renderer.cpp index b9937816..06fad0cd 100644 --- a/rendering/opengl33renderer.cpp +++ b/rendering/opengl33renderer.cpp @@ -81,9 +81,9 @@ bool opengl33_renderer::Init(GLFWwindow *Window) } // rgb value for 5780 kelvin - Global.DayLight.diffuse[0] = 255.0f / 255.0f; - Global.DayLight.diffuse[1] = 242.0f / 255.0f; - Global.DayLight.diffuse[2] = 231.0f / 255.0f; + Global.DayLight.diffuse[0] = 1.0f; // 255 / 255 + Global.DayLight.diffuse[1] = 0.9490196f; // 242 / 255 + Global.DayLight.diffuse[2] = 0.9058824f; // 231 / 255 Global.DayLight.is_directional = true; m_sunlight.id = opengl33_renderer::sunlight; @@ -1956,7 +1956,7 @@ bool opengl33_renderer::Render(world_environment *Environment) // moon { Bind_Texture(0, m_moontexture); - glm::vec3 mooncolor(255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f); + glm::vec3 mooncolor(1.0f, 0.9490196f, 0.9058824f); glm::vec4 color(mooncolor.r, mooncolor.g, mooncolor.b, // fade the moon if it's near the sun in the sky, especially during the day std::max(0.f, 1.0 - 0.5 * Global.fLuminance - 0.65 * std::max(0.f, glm::dot(Environment->m_sun.getDirection(), Environment->m_moon.getDirection()))) * fogfactor); diff --git a/rendering/openglrenderer.cpp b/rendering/openglrenderer.cpp index 6f06e9b3..dcbd1df2 100644 --- a/rendering/openglrenderer.cpp +++ b/rendering/openglrenderer.cpp @@ -88,9 +88,9 @@ opengl_renderer::Init( GLFWwindow *Window ) { ::glEnable( opengl_renderer::sunlight ); // rgb value for 5780 kelvin - Global.DayLight.diffuse[ 0 ] = 255.0f / 255.0f; - Global.DayLight.diffuse[ 1 ] = 242.0f / 255.0f; - Global.DayLight.diffuse[ 2 ] = 231.0f / 255.0f; + Global.DayLight.diffuse[0] = 1.0f; // 255 / 255 + Global.DayLight.diffuse[1] = 0.9490196f; // 242 / 255 + Global.DayLight.diffuse[2] = 0.9058824f; // 231 / 255 Global.DayLight.is_directional = true; m_sunlight.id = opengl_renderer::sunlight; // ::glLightf( opengl_renderer::sunlight, GL_SPOT_CUTOFF, 90.0f ); @@ -1603,7 +1603,7 @@ opengl_renderer::Render( world_environment *Environment ) { if (!m_isATI) { Bind_Texture( m_moontexture ); - glm::vec3 mooncolor( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f ); + glm::vec3 mooncolor(1.0f, 0.9490196f, 0.9058824f); ::glColor4f( mooncolor.r, mooncolor.g, mooncolor.b, // fade the moon if it's near the sun in the sky, especially during the day diff --git a/simulation/simulationenvironment.cpp b/simulation/simulationenvironment.cpp index 9837e0e8..b96cea20 100644 --- a/simulation/simulationenvironment.cpp +++ b/simulation/simulationenvironment.cpp @@ -140,7 +140,7 @@ world_environment::update() { m_lightintensity = moonlightlevel; // if the moon is up, it overrides the twilight twilightfactor = 0.0f; - keylightcolor = glm::vec3( 255.0f / 255.0f, 242.0f / 255.0f, 202.0f / 255.0f ); + keylightcolor = glm::vec3( 1.0f, 0.9490196f, 0.7921569f ); } else { // regular situation with sun as the key light @@ -152,8 +152,8 @@ world_environment::update() { // include 'golden hour' effect in twilight lighting float const duskfactor = 1.25f - std::clamp( Global.SunAngle, 0.0f, 18.0f ) / 18.0f; keylightcolor = glm::mix( - glm::vec3( 255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f ), - glm::vec3( 235.0f / 255.0f, 120.0f / 255.0f, 36.0f / 255.0f ), + glm::vec3( 1.0f, 0.9490196f, 0.9058824f ), // 255, 242, 231 / 255 + glm::vec3( 0.9215686f, 0.4705882f, 0.1411765f ), // 235, 120, 36 / 255 duskfactor ); } // ...retrieve current sky colour and brightness...