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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
refactoring: variable names
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@@ -510,7 +510,7 @@ driver_mode::update_camera( double const Deltatime ) {
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&& ( false == DebugCameraFlag ) ) {
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// jeśli jazda w kabinie, przeliczyć trzeba parametry kamery
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/*
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auto tempangle = controlled->VectorFront() * ( controlled->MoverParameters->ActiveCab == -1 ? -1 : 1 );
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auto tempangle = controlled->VectorFront() * ( controlled->MoverParameters->CabOccupied == -1 ? -1 : 1 );
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double modelrotate = atan2( -tempangle.x, tempangle.z );
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*/
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if( ( false == FreeFlyModeFlag )
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@@ -524,17 +524,17 @@ driver_mode::update_camera( double const Deltatime ) {
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// Camera.Yaw powinno być wyzerowane, aby po powrocie patrzeć do przodu
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Camera.Pos = controlled->GetPosition() + simulation::Train->MirrorPosition( lr ); // pozycja lusterka
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Camera.Angle.y = 0; // odchylenie na bok od Camera.LookAt
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if( simulation::Train->Occupied()->ActiveCab == 0 ) {
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if( simulation::Train->Occupied()->CabOccupied == 0 ) {
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// gdy w korytarzu
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Camera.LookAt = Camera.Pos - simulation::Train->GetDirection();
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}
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else if( Global.shiftState ) {
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// patrzenie w bok przez szybę
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Camera.LookAt = Camera.Pos - ( lr ? -1 : 1 ) * controlled->VectorLeft() * simulation::Train->Occupied()->ActiveCab;
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Camera.LookAt = Camera.Pos - ( lr ? -1 : 1 ) * controlled->VectorLeft() * simulation::Train->Occupied()->CabOccupied;
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}
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else { // patrzenie w kierunku osi pojazdu, z uwzględnieniem kabiny - jakby z lusterka,
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// ale bez odbicia
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Camera.LookAt = Camera.Pos - simulation::Train->GetDirection() * simulation::Train->Occupied()->ActiveCab; //-1 albo 1
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Camera.LookAt = Camera.Pos - simulation::Train->GetDirection() * simulation::Train->Occupied()->CabOccupied; //-1 albo 1
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}
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auto const shakeangles { simulation::Train->Dynamic()->shake_angles() };
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Camera.Angle.x = 0.5 * shakeangles.second; // hustanie kamery przod tyl
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@@ -591,7 +591,7 @@ driver_mode::update_camera( double const Deltatime ) {
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Controlled->ABuSetModelShake( temp );
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// ABu: koniec rzucania
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*/
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if( simulation::Train->Occupied()->ActiveCab == 0 ) {
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if( simulation::Train->Occupied()->CabOccupied == 0 ) {
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// gdy w korytarzu
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Camera.LookAt =
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Camera.m_owner->GetWorldPosition( Camera.m_owneroffset )
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@@ -602,7 +602,7 @@ driver_mode::update_camera( double const Deltatime ) {
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Camera.LookAt =
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Camera.m_owner->GetWorldPosition( Camera.m_owneroffset )
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+ Camera.m_owner->VectorFront() * 5.0
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* simulation::Train->Occupied()->ActiveCab; //-1 albo 1
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* simulation::Train->Occupied()->CabOccupied; //-1 albo 1
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}
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Camera.vUp = simulation::Train->GetUp();
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}
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@@ -772,7 +772,7 @@ driver_mode::OnKeyDown(int cKey) {
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Global.changeDynObj = targetvehicle;
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// TODO: choose active cab based on camera's location relative to vehicle's location
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/*
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Global.changeDynObj->MoverParameters->ActiveCab = (
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Global.changeDynObj->MoverParameters->CabOccupied = (
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Train->DynamicObject->MoverParameters->Neighbours[ exitdirection ].vehicle_end ?
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-1 :
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1 );
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@@ -792,7 +792,7 @@ driver_mode::OnKeyDown(int cKey) {
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simulation::Train->Dynamic()->Mechanik->TakeControl( false, true );
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if( true == simulation::Train->Dynamic()->Mechanik->primary() ) {
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simulation::Train->Occupied()->CabDeactivisation( true ); // potentially left active
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// simulation::Train->Occupied()->ActiveCab = simulation::Train->Occupied()->CabNo;
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// simulation::Train->Occupied()->CabOccupied = simulation::Train->Occupied()->CabActive;
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simulation::Train->Occupied()->CabActivisation();
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}
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InOutKey(); // do kabiny
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@@ -935,9 +935,9 @@ driver_mode::DistantView( bool const Near ) {
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if( vehicle == nullptr ) { return; }
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auto const cab =
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( vehicle->MoverParameters->ActiveCab == 0 ?
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( vehicle->MoverParameters->CabOccupied == 0 ?
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1 :
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vehicle->MoverParameters->ActiveCab );
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vehicle->MoverParameters->CabOccupied );
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auto const left = vehicle->VectorLeft() * cab;
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if( true == Near ) {
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@@ -951,7 +951,7 @@ driver_mode::DistantView( bool const Near ) {
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Camera.Pos =
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vehicle->GetPosition()
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+ vehicle->VectorFront() * vehicle->MoverParameters->ActiveCab * 50.0
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+ vehicle->VectorFront() * vehicle->MoverParameters->CabOccupied * 50.0
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+ Math3D::vector3( -10.0 * left.x, 1.6, -10.0 * left.z );
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}
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@@ -997,15 +997,15 @@ driver_mode::ExternalView() {
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else {
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// default view setup
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auto const offsetflip{
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( vehicle->MoverParameters->ActiveCab == 0 ? 1 : vehicle->MoverParameters->ActiveCab )
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* ( vehicle->MoverParameters->ActiveDir == 0 ? 1 : vehicle->MoverParameters->ActiveDir ) };
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( vehicle->MoverParameters->CabOccupied == 0 ? 1 : vehicle->MoverParameters->CabOccupied )
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* ( vehicle->MoverParameters->DirActive == 0 ? 1 : vehicle->MoverParameters->DirActive ) };
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Camera.m_owneroffset = {
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1.5 * owner->MoverParameters->Dim.W * offsetflip,
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std::max( 5.0, 1.25 * owner->MoverParameters->Dim.H ),
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-0.4 * owner->MoverParameters->Dim.L * offsetflip };
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Camera.Angle.y = glm::radians( ( vehicle->MoverParameters->ActiveDir < 0 ? 180.0 : 0.0 ) );
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Camera.Angle.y = glm::radians( ( vehicle->MoverParameters->DirActive < 0 ? 180.0 : 0.0 ) );
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}
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auto const shakeangles{ owner->shake_angles() };
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Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl
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@@ -1028,8 +1028,8 @@ driver_mode::ExternalView() {
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else {
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// default view setup
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auto const offsetflip{
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( vehicle->MoverParameters->ActiveCab == 0 ? 1 : vehicle->MoverParameters->ActiveCab )
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* ( vehicle->MoverParameters->ActiveDir == 0 ? 1 : vehicle->MoverParameters->ActiveDir )
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( vehicle->MoverParameters->CabOccupied == 0 ? 1 : vehicle->MoverParameters->CabOccupied )
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* ( vehicle->MoverParameters->DirActive == 0 ? 1 : vehicle->MoverParameters->DirActive )
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* -1 };
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Camera.m_owneroffset = {
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@@ -1037,7 +1037,7 @@ driver_mode::ExternalView() {
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std::max( 5.0, 1.25 * owner->MoverParameters->Dim.H ),
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0.2 * owner->MoverParameters->Dim.L * offsetflip };
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Camera.Angle.y = glm::radians( ( vehicle->MoverParameters->ActiveDir < 0 ? 0.0 : 180.0 ) );
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Camera.Angle.y = glm::radians( ( vehicle->MoverParameters->DirActive < 0 ? 0.0 : 180.0 ) );
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}
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auto const shakeangles { owner->shake_angles() };
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Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl
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@@ -1058,15 +1058,15 @@ driver_mode::ExternalView() {
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else {
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// default view setup
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auto const offsetflip{
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( vehicle->MoverParameters->ActiveCab == 0 ? 1 : vehicle->MoverParameters->ActiveCab )
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* ( vehicle->MoverParameters->ActiveDir == 0 ? 1 : vehicle->MoverParameters->ActiveDir ) };
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( vehicle->MoverParameters->CabOccupied == 0 ? 1 : vehicle->MoverParameters->CabOccupied )
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* ( vehicle->MoverParameters->DirActive == 0 ? 1 : vehicle->MoverParameters->DirActive ) };
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Camera.m_owneroffset = {
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-0.65 * owner->MoverParameters->Dim.W * offsetflip,
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0.90,
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0.15 * owner->MoverParameters->Dim.L * offsetflip };
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Camera.Angle.y = glm::radians( ( vehicle->MoverParameters->ActiveDir < 0 ? 180.0 : 0.0 ) );
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Camera.Angle.y = glm::radians( ( vehicle->MoverParameters->DirActive < 0 ? 180.0 : 0.0 ) );
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}
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auto const shakeangles { owner->shake_angles() };
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Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl
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@@ -1110,7 +1110,7 @@ driver_mode::CabView() {
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Camera.Angle.x -= 0.5 * shakeangles.second; // hustanie kamery przod tyl
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Camera.Angle.z = shakeangles.first; // hustanie kamery na boki
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if( train->Occupied()->ActiveCab == 0 ) {
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if( train->Occupied()->CabOccupied == 0 ) {
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Camera.LookAt =
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Camera.m_owner->GetWorldPosition( Camera.m_owneroffset )
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+ Camera.m_owner->VectorFront() * 5.0;
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@@ -1120,7 +1120,7 @@ driver_mode::CabView() {
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Camera.LookAt =
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Camera.m_owner->GetWorldPosition( Camera.m_owneroffset )
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+ Camera.m_owner->VectorFront() * 5.0
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* Camera.m_owner->MoverParameters->ActiveCab;
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* Camera.m_owner->MoverParameters->CabOccupied;
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}
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train->pMechOffset = Camera.m_owneroffset;
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}
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@@ -1141,7 +1141,7 @@ driver_mode::ChangeDynamic() {
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// tylko jeśli ręcznie prowadzony
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// jeśli prowadzi AI, to mu nie robimy dywersji!
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occupied->CabDeactivisation();
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occupied->ActiveCab = 0;
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occupied->CabOccupied = 0;
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occupied->BrakeLevelSet( occupied->Handle->GetPos( bh_NP ) ); //rozwala sterowanie hamulcem GF 04-2016
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vehicle->MechInside = false;
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vehicle->Controller = AIdriver;
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@@ -1169,13 +1169,13 @@ driver_mode::ChangeDynamic() {
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if( false == driver->AIControllFlag ) // tylko jeśli ręcznie prowadzony
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{
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occupied->LimPipePress = occupied->PipePress;
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occupied->ActiveCab = occupied->CabNo;
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occupied->CabOccupied = occupied->CabActive;
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occupied->CabActivisation( true ); // załączenie rozrządu (wirtualne kabiny)
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vehicle->MechInside = true;
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vehicle->Controller = Humandriver;
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}
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train->InitializeCab(
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occupied->CabNo,
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occupied->CabActive,
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vehicle->asBaseDir + occupied->TypeName + ".mmd" );
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if( false == FreeFlyModeFlag ) {
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vehicle->bDisplayCab = true;
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