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-rw-r--r--src/engine/TrainCrossing.cpp13
1 files changed, 6 insertions, 7 deletions
diff --git a/src/engine/TrainCrossing.cpp b/src/engine/TrainCrossing.cpp
index 8dce6984b..505c2d0e7 100644
--- a/src/engine/TrainCrossing.cpp
+++ b/src/engine/TrainCrossing.cpp
@@ -29,9 +29,9 @@ void TrainCrossing::CrossingTrigger() {
s32 i;
OnTriggered = 0;
-
for (const auto& actor : gWorldInstance.Actors) {
- if (auto train = dynamic_cast<ATrain*>(actor)) {;
+ if (auto train = dynamic_cast<ATrain*>(actor)) {
+ ;
f32 radius = DynamicRadius(train->Locomotive.position, train->Locomotive.velocity, Position);
if (Distance(train->Locomotive.position, Position) < radius) {
@@ -61,9 +61,9 @@ void TrainCrossing::AICrossingBehaviour(s32 playerId) {
}
f32 TrainCrossing::Distance(Vec3f a, Vec3f b) {
- float dx = b[0] - a[0]; // Difference in x-coordinates
- float dy = b[1] - a[1]; // Difference in y-coordinates
- float dz = b[2] - a[2]; // Difference in z-coordinates
+ float dx = b[0] - a[0]; // Difference in x-coordinates
+ float dy = b[1] - a[1]; // Difference in y-coordinates
+ float dz = b[2] - a[2]; // Difference in z-coordinates
return sqrt(dx * dx + dy * dy + dz * dz); // Return the distance
}
@@ -75,8 +75,7 @@ f32 TrainCrossing::DynamicRadius(Vec3f trainPos, Vec3f trainVelocity, Vec3f cros
trainToCrossing[2] = crossingPos[2] - trainPos[2];
// Dot product to check if the train is approaching or moving away from the crossing
- f32 dotProduct = trainToCrossing[0] * trainVelocity[0] +
- trainToCrossing[1] * trainVelocity[1] +
+ f32 dotProduct = trainToCrossing[0] * trainVelocity[0] + trainToCrossing[1] * trainVelocity[1] +
trainToCrossing[2] * trainVelocity[2];
if (dotProduct > 0) {