if(track->get_turnout_id())
{
Block &block = track->get_block();
- if(block.get_train() && !block.get_train()->free_block(block))
+ if(block.get_train() && block.get_train()->is_block_critical(block))
set_status("Turnout is busy");
else
{
const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
float view_aspect = float(window.get_width()-200)/window.get_height();
- float view_height = tan(camera.get_field_of_view()/2)*2;
+ float view_height = tan(camera.get_field_of_view()/2.0f)*2.0f;
float best_score = 0;
GL::Vector3 pos;
GL::Vector3 up;