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Light the occupied cab with the light points of its model
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@@ -1975,7 +1975,7 @@ global_settings::ConfigParse_gfx_sky( cParser &Parser, std::string_view const To
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else if( Token == "gfx.lights.shadows.cab" ) {
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Parser.getTokens( 1 );
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Parser >> gfx_lights_shadows_cab;
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gfx_lights_shadows_cab = std::clamp( gfx_lights_shadows_cab, 0, 8 ); }
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gfx_lights_shadows_cab = std::clamp( gfx_lights_shadows_cab, 0, 16 ); }
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else if( Token == "gfx.lights.shadows.lamps" ) {
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Parser.getTokens( 1 );
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Parser >> gfx_lights_shadows_lamps;
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@@ -539,8 +539,8 @@ struct global_settings {
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// occupied cab, its shadows cast by the cab
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int gfx_lights_shadows { 2 };
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// with gfx_lights_shadows above 0: how many lights of the occupied cab (its lamps, the lights of its desk) at most have shadows
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// cast by the cab, the brightest ones (0-8)
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int gfx_lights_shadows_cab { 4 };
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// cast by the cab, the brightest ones (0-16); the others take the shadows of the map of the closest light with one
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int gfx_lights_shadows_cab { 8 };
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// shadows of the lamps of scenery models (cube maps of the scenery around them, kept; vehicles added as they pass), with
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// gfx_lights_shadows above 0: how many lamps at once, the size of a face of their maps, the distance from the camera within
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// which lamps get shadows and within which vehicles (and the cab) cast them
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