for(unsigned j=0; j<i->axles.size(); ++j)
i->axles[j] = &axles[i->type->first_axle+j];
+ update_rods();
+
layout.add(*this);
}
return -1;
}
+bool Vehicle::collide_ray(const Ray &ray) const
+{
+ if(is_placed())
+ return Object::collide_ray(ray);
+ else
+ return false;
+}
+
Vehicle::Axle::Axle(const VehicleType::Axle &t):
type(&t)