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Merge pull request #10 from antonisauren/master
478: Smuga: współczynnik wzmocnienia łapiący zmiany dynamiczne. Aktualizacja świateł z programatora przy załączaniu baterii tylko gdy ten istnieje.
This commit is contained in:
4
EU07.bpr
4
EU07.bpr
@@ -60,7 +60,7 @@ AutoIncBuild=0
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MajorVer=16
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MajorVer=16
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MinorVer=0
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MinorVer=0
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Release=1173
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Release=1173
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Build=477
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Build=478
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Debug=1
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Debug=1
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PreRelease=0
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PreRelease=0
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Special=0
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Special=0
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@@ -72,7 +72,7 @@ CodePage=1250
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[Version Info Keys]
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[Version Info Keys]
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CompanyName=EU07 Team
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CompanyName=EU07 Team
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FileDescription=MaSzyna EU07-424
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FileDescription=MaSzyna EU07-424
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FileVersion=16.0.1173.477
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FileVersion=16.0.1173.478
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InternalName=DP+SPKS+asynch+python
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InternalName=DP+SPKS+asynch+python
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LegalCopyright=
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LegalCopyright=
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LegalTrademarks=
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LegalTrademarks=
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@@ -49,9 +49,9 @@ double Global::fLuminance = 1.0; // jasno
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int Global::iReCompile = 0; // zwiêkszany, gdy trzeba odœwie¿yæ siatki
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int Global::iReCompile = 0; // zwiêkszany, gdy trzeba odœwie¿yæ siatki
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HWND Global::hWnd = NULL; // uchwyt okna
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HWND Global::hWnd = NULL; // uchwyt okna
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int Global::iCameraLast = -1;
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int Global::iCameraLast = -1;
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AnsiString Global::asRelease = "16.0.1172.477";
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AnsiString Global::asRelease = "16.0.1172.478";
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AnsiString Global::asVersion =
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AnsiString Global::asVersion =
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"Compilation 2016-06-10, release " + Global::asRelease + "."; // tutaj, bo wysy³any
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"Compilation 2016-06-23, release " + Global::asRelease + "."; // tutaj, bo wysy³any
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int Global::iViewMode = 0; // co aktualnie widaæ: 0-kabina, 1-latanie, 2-sprzêgi, 3-dokumenty
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int Global::iViewMode = 0; // co aktualnie widaæ: 0-kabina, 1-latanie, 2-sprzêgi, 3-dokumenty
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int Global::iTextMode = 0; // tryb pracy wyœwietlacza tekstowego
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int Global::iTextMode = 0; // tryb pracy wyœwietlacza tekstowego
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int Global::iScreenMode[12] = {0, 0, 0, 0, 0, 0,
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int Global::iScreenMode[12] = {0, 0, 0, 0, 0, 0,
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@@ -459,7 +459,10 @@ void TTrain::OnKeyDown(int cKey)
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if (mvOccupied->BatterySwitch(true)) // bateria potrzebna np. do zapalenia œwiate³
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if (mvOccupied->BatterySwitch(true)) // bateria potrzebna np. do zapalenia œwiate³
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{
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{
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dsbSwitch->Play(0, 0, 0);
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dsbSwitch->Play(0, 0, 0);
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SetLights();
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if (mvOccupied->LightsPosNo > 0)
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{
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SetLights();
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}
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if (TestFlag(mvOccupied->SecuritySystem.SystemType,
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if (TestFlag(mvOccupied->SecuritySystem.SystemType,
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2)) // Ra: znowu w kabinie jest coœ, co byæ nie powinno!
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2)) // Ra: znowu w kabinie jest coœ, co byæ nie powinno!
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{
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{
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@@ -1552,7 +1552,7 @@ bool TWorld::Update()
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glDisable(GL_FOG);
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glDisable(GL_FOG);
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//glColor4f(0.15f, 0.15f, 0.15f, 0.25f);
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//glColor4f(0.15f, 0.15f, 0.15f, 0.25f);
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glBindTexture(GL_TEXTURE_2D, light); // Select our texture
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glBindTexture(GL_TEXTURE_2D, light); // Select our texture
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float ddl = (0.15*Global::diffuseDayLight[0]+0.295*Global::diffuseDayLight[1]+0.055*Global::diffuseDayLight[2]); //0.24:0
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//float ddl = (0.15*Global::diffuseDayLight[0]+0.295*Global::diffuseDayLight[1]+0.055*Global::diffuseDayLight[2]); //0.24:0
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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float fSmudge = Train->Dynamic()->MoverParameters->DimHalf.y + 7; // gdzie zaczynaæ smugê
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float fSmudge = Train->Dynamic()->MoverParameters->DimHalf.y + 7; // gdzie zaczynaæ smugê
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if (Train->Controlled()->iLights[0] & 21)
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if (Train->Controlled()->iLights[0] & 21)
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@@ -1561,7 +1561,7 @@ bool TWorld::Update()
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{
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{
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float z = i * i * i * 0.01f;//25/4;
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float z = i * i * i * 0.01f;//25/4;
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//float C = (36 - i*0.5)*0.005*(1.5 - sqrt(ddl));
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//float C = (36 - i*0.5)*0.005*(1.5 - sqrt(ddl));
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float C = (36 - i*0.5)*0.005*sqrt((1/sqrt(ddl+0.015))-1);
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float C = (36 - i*0.5)*0.005*sqrt((1/sqrt(Global::fLuminance+0.015))-1);
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glColor4f(C, C, C, 0.25f);
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glColor4f(C, C, C, 0.25f);
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glTexCoord2f(0, 0); glVertex3f(-10 / 2 - 2 * i / 4, 6.0 + 0.3*z, 13 + 1.7*z / 3);
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glTexCoord2f(0, 0); glVertex3f(-10 / 2 - 2 * i / 4, 6.0 + 0.3*z, 13 + 1.7*z / 3);
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glTexCoord2f(1, 0); glVertex3f(10 / 2 + 2 * i / 4, 6.0 + 0.3*z, 13 + 1.7*z / 3);
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glTexCoord2f(1, 0); glVertex3f(10 / 2 + 2 * i / 4, 6.0 + 0.3*z, 13 + 1.7*z / 3);
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@@ -1574,7 +1574,7 @@ bool TWorld::Update()
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for (int i = 15; i <= 35; i++)
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for (int i = 15; i <= 35; i++)
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{
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{
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float z = i * i * i * 0.01f;//25/4;
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float z = i * i * i * 0.01f;//25/4;
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float C = (36 - i*0.5)*0.005*sqrt((1/sqrt(ddl+0.015))-1);
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float C = (36 - i*0.5)*0.005*sqrt((1/sqrt(Global::fLuminance+0.015))-1);
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glColor4f(C, C, C, 0.25f);
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glColor4f(C, C, C, 0.25f);
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glTexCoord2f(0, 0); glVertex3f(10 / 2 + 2 * i / 4, 6.0 + 0.3*z, -13 - 1.7*z / 3);
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glTexCoord2f(0, 0); glVertex3f(10 / 2 + 2 * i / 4, 6.0 + 0.3*z, -13 - 1.7*z / 3);
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glTexCoord2f(1, 0); glVertex3f(-10 / 2 - 2 * i / 4, 6.0 + 0.3*z, -13 - 1.7*z / 3);
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glTexCoord2f(1, 0); glVertex3f(-10 / 2 - 2 * i / 4, 6.0 + 0.3*z, -13 - 1.7*z / 3);
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