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Automatic merge of T1.5.1-1608-g273f2ef97 and 12 pull requests
- Pull request #900 at b54024b: DMI in 3D cab + two more dials - Pull request #1030 at d3ae4a2: Refactor settings, in prep for settings exporter - Pull request #892 at 1f5ba4c: Signal Function OPP_SIG_ID_TRAINPATH - Pull request #961 at ffccb2e: Improvements for Power Supplies - Pull request #1015 at 1ade99e: Enhancements for EP brakes - Pull request #1029 at 31fd7d2: Superelevation Follow Up Fixes - Pull request #1031 at c097fd2: Multiplayer Server, forked from Open Rails Ultimate; blueprint https://blueprints.launchpad.net/or/+spec/multiplayer-server - Pull request #1047 at eb8027b: Docs: adds translation docs - Pull request #1058 at 626ebed: Refactor notification parameters - Pull request #1059 at 313f795: Fix F9 powersupply crashes - Pull request #1055 at 1a01818: Route Based TTrack Sounds - Pull request #896 at f1681df: First implementation of https://blueprints.launchpad.net/or/+spec/specific-sounds-for-ai-trains
14 parents a3b27b2 + 273f2ef + b54024b + d3ae4a2 + 1f5ba4c + ffccb2e + 1ade99e + 31fd7d2 + c097fd2 + eb8027b + 626ebed + 313f795 + 1a01818 + f1681df commit d2b598e

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Source/RunActivity/Viewer3D/Popups/TrainCarOperationsWindow.cs

Lines changed: 5 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -690,13 +690,14 @@ public override void PrepareFrame(ElapsedTime elapsedTime, bool updateFull)
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// Updates power supply status
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else if (SelectedCarPosition <= CarPositionVisible && SelectedCarPosition == CarPosition)
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{
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var powerSupplyStatusChanged = PowerSupplyStatus != null && PowerSupplyStatus != Owner.Viewer.PlayerTrain.Cars[CarPosition].GetStatus();
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var batteyStatusChanged = BatteryStatus != null && BatteryStatus != Owner.Viewer.PlayerTrain.Cars[CarPosition].GetStatus();
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var circuitBreakerStateChanged = CircuitBreakerState != null && CircuitBreakerState != (Owner.Viewer.PlayerTrain.Cars[CarPosition] as MSTSElectricLocomotive).ElectricPowerSupply.CircuitBreaker.State.ToString();
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var carposition = Owner.Viewer.PlayerTrain.Cars.Count > CarPosition ? CarPosition : CarPosition - 1;
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var powerSupplyStatusChanged = PowerSupplyStatus != null && PowerSupplyStatus != Owner.Viewer.PlayerTrain.Cars[carposition].GetStatus();
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var batteyStatusChanged = BatteryStatus != null && BatteryStatus != Owner.Viewer.PlayerTrain.Cars[carposition].GetStatus();
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var circuitBreakerStateChanged = CircuitBreakerState != null && CircuitBreakerState != (Owner.Viewer.PlayerTrain.Cars[carposition] as MSTSElectricLocomotive).ElectricPowerSupply.CircuitBreaker.State.ToString();
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if (powerSupplyStatusChanged || batteyStatusChanged || circuitBreakerStateChanged)
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{
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var Status = Owner.Viewer.PlayerTrain.Cars[CarPosition].GetStatus();
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var Status = Owner.Viewer.PlayerTrain.Cars[carposition].GetStatus();
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if (Status != null && Status != PowerSupplyStatus)
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{
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PowerSupplyStatus = Status;

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