void Allocation3D::block_reserved(Block &block, Train *t)
{
- if(t && t!=&train)
- return;
-
- if(t)
+ if(t==&train)
{
if(paths.count(&block))
return;
const Block::TrackSet &tracks = block.get_tracks();
for(Block::TrackSet::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
{
- Path3D *path = new Path3D(layout.get<Track3D>(**i));
+ Path3D *path = new Path3D(layout.get_3d(**i));
bpaths.push_back(path);
path->set_layer(1);
float intensity = 0.5+train.get_block_allocator().is_block_current(block)*0.5;