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- //ZNAJDZ w ActorInstance.h
- struct TAttachingEffect
- {
- DWORD dwEffectIndex;
- int iBoneIndex;
- DWORD dwModelIndex;
- D3DXMATRIX matTranslation;
- BOOL isAttaching;
- int iLifeType;
- DWORD dwEndTime;
- };
- /////////////////////////////////////////////////////////////////////////////////////
- //dodaj to
- void SetActorColissionRadius(float radius) {
- TCollisionPointInstanceListIterator it = m_BodyPointInstanceList.begin();
- for (; it != m_BodyPointInstanceList.end(); ++it) {
- CDynamicSphereInstanceVector & v = (*it).SphereInstanceVector;
- for (DWORD i = 0; i < v.size(); ++i) {
- v[i].fRadius = radius;
- }
- }
- it = m_DefendingPointInstanceList.begin();
- for (; it != m_DefendingPointInstanceList.end(); ++it) {
- CDynamicSphereInstanceVector & v = (*it).SphereInstanceVector;
- for (DWORD i = 0; i < v.size(); ++i) {
- v[i].fRadius = radius;
- }
- }
- };
- //w funkcji scale dodajesz to
- m_GraphicThingInstance.SetActorColissionRadius(100.0f);
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