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Fix for meshBound Particles
There was a bug if you used multiple units of the same type with mesh bound particles. The given model was the same for all units with the same unitType/skill.
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@@ -377,6 +377,7 @@ public:
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float gravity;
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float rotation;
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const Model *unitModel;
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Vec3f meshPos;
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string meshName;
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bool isVisibleAtNight;
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bool isVisibleAtDay;
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@@ -425,7 +426,8 @@ public:
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void setSizeNoEnergy(float sizeNoEnergy) {this->sizeNoEnergy= sizeNoEnergy;}
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void setGravity(float gravity) {this->gravity= gravity;}
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void setRotation(float rotation);
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const void setUnitModel(const Model* unitModel) {this->unitModel= unitModel;}
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void setMeshPos(Vec3f meshPos) {this->meshPos=meshPos;}
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string getMeshName() {return meshName;}
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void setMeshName(string meshName) {this->meshName= meshName;}
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void setRelative(bool relative) {this->relative= relative;}
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void setRelativeDirection(bool relativeDirection) {this->relativeDirection= relativeDirection;}
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