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Oct 20th, 2019
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  1. //ZNAJDZ w ActorInstance.h
  2.  
  3. struct TAttachingEffect
  4. {
  5. DWORD dwEffectIndex;
  6. int iBoneIndex;
  7. DWORD dwModelIndex;
  8. D3DXMATRIX matTranslation;
  9. BOOL isAttaching;
  10.  
  11. int iLifeType;
  12. DWORD dwEndTime;
  13. };
  14. /////////////////////////////////////////////////////////////////////////////////////
  15.  
  16.  
  17. //dodaj to
  18.  
  19. void SetActorColissionRadius(float radius) {
  20. TCollisionPointInstanceListIterator it = m_BodyPointInstanceList.begin();
  21. for (; it != m_BodyPointInstanceList.end(); ++it) {
  22. CDynamicSphereInstanceVector & v = (*it).SphereInstanceVector;
  23. for (DWORD i = 0; i < v.size(); ++i) {
  24. v[i].fRadius = radius;
  25. }
  26. }
  27.  
  28. it = m_DefendingPointInstanceList.begin();
  29. for (; it != m_DefendingPointInstanceList.end(); ++it) {
  30. CDynamicSphereInstanceVector & v = (*it).SphereInstanceVector;
  31. for (DWORD i = 0; i < v.size(); ++i) {
  32. v[i].fRadius = radius;
  33. }
  34. }
  35. };
  36.  
  37. //w funkcji scale dodajesz to
  38. m_GraphicThingInstance.SetActorColissionRadius(100.0f);
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