mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-21 00:09:19 +02:00
basic train station object, rudimentary passenger loading/unloading on stops, load percentage based submodel visibility
This commit is contained in:
126
DynObj.cpp
126
DynObj.cpp
@@ -976,6 +976,10 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist)
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section.load->SetLightLevel( section.level, true );
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}
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}
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// load chunks visibility
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for( auto const §ion : SectionLoadVisibility ) {
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section.submodel->iVisible = section.visible;
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}
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}
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// ABu 29.01.05 koniec przeklejenia *************************************
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@@ -2010,9 +2014,9 @@ TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424"
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// check the low poly interior for potential compartments of interest, ie ones which can be individually lit
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// TODO: definition of relevant compartments in the .mmd file
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TSubModel *submodel { nullptr };
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if( ( submodel = mdLowPolyInt->GetFromName( "cab1" ) ) != nullptr ) { SectionLightLevels.emplace_back( submodel, nullptr, 0.0f ); }
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if( ( submodel = mdLowPolyInt->GetFromName( "cab2" ) ) != nullptr ) { SectionLightLevels.emplace_back( submodel, nullptr, 0.0f ); }
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if( ( submodel = mdLowPolyInt->GetFromName( "cab0" ) ) != nullptr ) { SectionLightLevels.emplace_back( submodel, nullptr, 0.0f ); }
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if( ( submodel = mdLowPolyInt->GetFromName( "cab1" ) ) != nullptr ) { SectionLightLevels.push_back( { submodel, nullptr, 0.0f } ); }
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if( ( submodel = mdLowPolyInt->GetFromName( "cab2" ) ) != nullptr ) { SectionLightLevels.push_back( { submodel, nullptr, 0.0f } ); }
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if( ( submodel = mdLowPolyInt->GetFromName( "cab0" ) ) != nullptr ) { SectionLightLevels.push_back( { submodel, nullptr, 0.0f } ); }
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// passenger car compartments
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std::vector<std::string> nameprefixes = { "corridor", "korytarz", "compartment", "przedzial" };
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int compartmentindex;
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@@ -2027,19 +2031,17 @@ TDynamicObject::Init(std::string Name, // nazwa pojazdu, np. "EU07-424"
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std::to_string( compartmentindex ) );
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submodel = mdLowPolyInt->GetFromName( compartmentname );
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if( submodel != nullptr ) {
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// if specified compartment was found we check also for potential matching section in the currently assigned load
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// NOTE: if the load gets changed this will invalidate stored pointers. TODO: rebuild the table on load change
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SectionLightLevels.emplace_back(
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SectionLightLevels.push_back( {
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submodel,
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( mdLoad != nullptr ?
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mdLoad->GetFromName( compartmentname ):
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nullptr ),
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0.0f );
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nullptr, // pointers to load sections are generated afterwards
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0.0f } );
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}
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++compartmentindex;
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} while( ( submodel != nullptr )
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|| ( compartmentindex < 2 ) ); // chain can start from prefix00 or prefix01
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}
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update_load_sections();
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update_load_visibility();
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}
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// wyszukiwanie zderzakow
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if( mdModel ) {
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@@ -2428,31 +2430,83 @@ bool TDynamicObject::UpdateForce(double dt, double dt1, bool FullVer)
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return true;
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}
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void TDynamicObject::LoadUpdate()
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{ // przeładowanie modelu ładunku
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void TDynamicObject::LoadUpdate() {
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// przeładowanie modelu ładunku
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// Ra: nie próbujemy wczytywać modeli miliony razy podczas renderowania!!!
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if ((mdLoad == NULL) && (MoverParameters->Load > 0))
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{
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std::string asLoadName =
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asBaseDir + MoverParameters->LoadType + ".t3d"; // zapamiętany katalog pojazdu
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// asLoadName=MoverParameters->LoadType;
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// if (MoverParameters->LoadType!=AnsiString("passengers"))
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Global.asCurrentTexturePath = asBaseDir; // bieżąca ścieżka do tekstur to dynamic/...
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mdLoad = TModelsManager::GetModel(asLoadName.c_str()); // nowy ładunek
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Global.asCurrentTexturePath =
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std::string(szTexturePath); // z powrotem defaultowa sciezka do tekstur
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// Ra: w MMD można by zapisać położenie modelu ładunku (np. węgiel) w
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// zależności od
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// załadowania
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if( ( mdLoad == nullptr )
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&& ( MoverParameters->Load > 0 ) ) {
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if( false == MoverParameters->LoadType.empty() ) {
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Global.asCurrentTexturePath = asBaseDir; // bieżąca ścieżka do tekstur to dynamic/...
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// try first specialized version of the load model, vehiclename_loadname
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auto const specializedloadfilename { asBaseDir + MoverParameters->TypeName + "_" + MoverParameters->LoadType };
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if( ( true == FileExists( specializedloadfilename + ".e3d" ) )
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|| ( true == FileExists( specializedloadfilename + ".t3d" ) ) ) {
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mdLoad = TModelsManager::GetModel( specializedloadfilename, true );
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}
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if( mdLoad == nullptr ) {
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// if this fails, try generic load model
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mdLoad = TModelsManager::GetModel( asBaseDir + MoverParameters->LoadType, true );
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}
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// update bindings between lowpoly sections and potential load chunks placed inside them
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update_load_sections();
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Global.asCurrentTexturePath = std::string( szTexturePath ); // z powrotem defaultowa sciezka do tekstur
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}
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// Ra: w MMD można by zapisać położenie modelu ładunku (np. węgiel) w zależności od załadowania
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}
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else if( MoverParameters->Load == 0 ) {
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// nie ma ładunku
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mdLoad = nullptr;
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// erase bindings between lowpoly sections and potential load chunks placed inside them
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update_load_sections();
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}
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else if (MoverParameters->Load == 0)
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mdLoad = NULL; // nie ma ładunku
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// if ((mdLoad==NULL)&&(MoverParameters->Load>0))
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// {
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// mdLoad=NULL; //Ra: to jest tu bez sensu - co autor miał na myśli?
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// }
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MoverParameters->LoadStatus &= 3; // po zakończeniu będzie równe zero
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};
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}
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void
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TDynamicObject::update_load_sections() {
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SectionLoadVisibility.clear();
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for( auto §ion : SectionLightLevels ) {
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section.load = (
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mdLoad != nullptr ?
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mdLoad->GetFromName( section.compartment->pName ) :
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nullptr );
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if( section.load != nullptr ) {
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SectionLoadVisibility.push_back( { section.load, false } );
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}
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}
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std::shuffle( std::begin( SectionLoadVisibility ), std::end( SectionLoadVisibility ), Global.random_engine );
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}
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void
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TDynamicObject::update_load_visibility() {
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if( Random() < 0.25 ) {
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std::shuffle( std::begin( SectionLoadVisibility ), std::end( SectionLoadVisibility ), Global.random_engine );
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}
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auto loadpercentage { (
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MoverParameters->MaxLoad == 0.0 ?
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0.0 :
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100.0 * MoverParameters->Load / MoverParameters->MaxLoad ) };
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auto const sectionloadpercentage { (
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SectionLoadVisibility.empty() ?
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0.0 :
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100.0 / SectionLoadVisibility.size() ) };
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// set as many sections as we can, given overall load percentage and how much of full percentage is covered by each chunk
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std::for_each(
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std::begin( SectionLoadVisibility ), std::end( SectionLoadVisibility ),
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[&]( section_visibility §ion ) {
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section.visible = ( loadpercentage > 0.0 );
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loadpercentage -= sectionloadpercentage; } );
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}
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/*
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Ra:
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@@ -3637,7 +3691,7 @@ void TDynamicObject::RenderSounds() {
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}
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// NBMX Obsluga drzwi, MC: zuniwersalnione
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if( ( true == MoverParameters->DoorLeftOpened )
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&& ( dDoorMoveL < MoverParameters->DoorMaxShiftL ) ) {
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&& ( dDoorMoveL < MoverParameters->DoorMaxShiftL ) ) {
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for( auto &door : m_doorsounds ) {
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if( door.rsDoorClose.offset().x > 0.f ) {
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@@ -3648,7 +3702,7 @@ void TDynamicObject::RenderSounds() {
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}
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}
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if( ( false == MoverParameters->DoorLeftOpened )
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&& ( dDoorMoveL > 0.01 ) ) {
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&& ( dDoorMoveL > 0.01 ) ) {
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for( auto &door : m_doorsounds ) {
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if( door.rsDoorClose.offset().x > 0.f ) {
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@@ -3659,7 +3713,7 @@ void TDynamicObject::RenderSounds() {
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}
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}
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if( ( true == MoverParameters->DoorRightOpened )
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&& ( dDoorMoveR < MoverParameters->DoorMaxShiftR ) ) {
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&& ( dDoorMoveR < MoverParameters->DoorMaxShiftR ) ) {
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for( auto &door : m_doorsounds ) {
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if( door.rsDoorClose.offset().x < 0.f ) {
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@@ -3670,7 +3724,7 @@ void TDynamicObject::RenderSounds() {
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}
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}
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if( ( false == MoverParameters->DoorRightOpened )
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&& ( dDoorMoveR > 0.01 ) ) {
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&& ( dDoorMoveR > 0.01 ) ) {
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for( auto &door : m_doorsounds ) {
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if( door.rsDoorClose.offset().x < 0.f ) {
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