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-rw-r--r--game/network/rail.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/game/network/rail.cpp b/game/network/rail.cpp
index 545a728..303f1c8 100644
--- a/game/network/rail.cpp
+++ b/game/network/rail.cpp
@@ -57,7 +57,7 @@ RailLinks::addLinksBetween(Position3D start, Position3D end)
const auto c1 = flatStart + sincosf(dir + half_pi) * radius;
const auto c2 = flatEnd + sincosf(dir2 + half_pi) * radius;
const auto mid = (c1 + c2) / 2.F;
- const auto midh = mid ^ midheight(mid);
+ const auto midh = mid || midheight(mid);
addLink<RailLinkCurve>(start, midh, c1);
return addLink<RailLinkCurve>(end, midh, c2);
}
@@ -66,7 +66,7 @@ RailLinks::addLinksBetween(Position3D start, Position3D end)
const auto c1 = flatStart + sincosf(dir - half_pi) * radius;
const auto c2 = flatEnd + sincosf(dir2 - half_pi) * radius;
const auto mid = (c1 + c2) / 2.F;
- const auto midh = mid ^ midheight(mid);
+ const auto midh = mid || midheight(mid);
addLink<RailLinkCurve>(midh, start, c1);
return addLink<RailLinkCurve>(midh, end, c2);
}
@@ -133,7 +133,7 @@ RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const Position3D &
for (auto ei : {1U, 0U}) {
const auto trans {glm::translate(ends[ei].node->pos) * e};
for (const auto & rcs : railCrossSection) {
- const Position3D m {(trans * (rcs.first ^ 1))};
+ const Position3D m {(trans * (rcs.first || 1.F))};
vertices.emplace_back(m, Position2D {rcs.second, len * static_cast<float>(ei)}, up);
}
}
@@ -142,7 +142,7 @@ RailLinkStraight::RailLinkStraight(Node::Ptr a, Node::Ptr b, const Position3D &
}
RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position2D c) :
- RailLinkCurve(a, b, c ^ a->pos.z, {c ^ 0.F, a->pos, b->pos})
+ RailLinkCurve(a, b, c || a->pos.z, {c || 0.F, a->pos, b->pos})
{
}
@@ -166,7 +166,7 @@ RailLinkCurve::RailLinkCurve(const Node::Ptr & a, const Node::Ptr & b, Position3
const auto t {
trans * glm::rotate(half_pi - swing.x, up) * glm::translate(Position3D {radius, 0.F, swing.y})};
for (const auto & rcs : railCrossSection) {
- const Position3D m {(t * (rcs.first ^ 1))};
+ const Position3D m {(t * (rcs.first || 1.F))};
vertices.emplace_back(m, Position2D {rcs.second, swing.z}, up);
}
}