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https://github.com/MaSzyna-EU07/maszyna.git
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Smuga: współczynnik wzmocnienia łapiący zmiany dynamiczne.
Model mechanika: Wyświetlany zależnie od obsady (do testu a nie mam na czym).
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@@ -867,7 +867,8 @@ void __inline TDynamicObject::ABuLittleUpdate(double ObjSqrDist)
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if (smWahacze[i])
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if (smWahacze[i])
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smWahacze[i]->SetRotate(float3(1, 0, 0),
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smWahacze[i]->SetRotate(float3(1, 0, 0),
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fWahaczeAmp * cos(MoverParameters->eAngle));
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fWahaczeAmp * cos(MoverParameters->eAngle));
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if (Mechanik && (Controller != Humandriver))
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//if (Mechanik && (Controller != Humandriver))
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if (DriverType != "") //rysowanie dla pojazdu z obsadą
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{ // rysowanie figurki mechanika
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{ // rysowanie figurki mechanika
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if (smMechanik0) // mechanik od strony sprzęgu 0
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if (smMechanik0) // mechanik od strony sprzęgu 0
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if (smMechanik1) // jak jest drugi, to pierwszego jedynie pokazujemy
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if (smMechanik1) // jak jest drugi, to pierwszego jedynie pokazujemy
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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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