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feat(scenery): models laid along curves (sweep nodes), bent to follow the paths or repeated along them, loaded and saved with the scenery; trainsets put on a path while the simulation runs; trainset turned around by reversed after its header: the first vehicle stays at the offset and leads towards point 1, the rest stands behind it; launcher keeps reversed trainsets and can turn one around; memory cells saved with the new name of the path they name; events tell their targets and the events of a multiple event; renderer tells whether the cursor is over a surface; vehicle placed in the editor entered when the driving goes on
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@@ -44,6 +44,8 @@ public:
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export_as_text( std::string const &Scenariofile ) const;
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// create new model from node stirng
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TAnimModel * create_model(std::string const &src, std::string const &name, const glm::dvec3 &position);
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// places the vehicles, given as their node statements, as a trainset on the path, while the simulation runs. returns: the vehicles made
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std::vector<TDynamicObject *> insert_trainset(std::string const &Name, TTrack *Path, double const Offset, std::string const &Vehicles, bool const Reversed = false);
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// create new eventlauncher from node stirng
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TEventLauncher * create_eventlauncher(std::string const &src, std::string const &name, const glm::dvec3 &position);
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// creates model instances defined by an include directive placed or changed in the scenery editor, to show the outcome.
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@@ -80,6 +82,7 @@ private:
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void deserialize_terrain( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_editorterrain( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_endtrainset( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_reversed( cParser &Input, scene::scratch_data &Scratchpad );
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TTrack * deserialize_path( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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TTraction * deserialize_traction( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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TTractionPowerSource * deserialize_tractionpowersource( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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