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unit particles can be bound to first vertice of meshes ( <meshName value="part1.001" /> )
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@@ -133,6 +133,7 @@ public:
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bool getTwoSided() const {return twoSided;}
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bool getCustomTexture() const {return customColor;}
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bool getNoSelect() const {return noSelect;}
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string getName() const {return name;}
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uint32 getTextureFlags() const { return textureFlags; }
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@@ -20,6 +20,7 @@
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#include "randomgen.h"
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#include "xml_parser.h"
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#include "leak_dumper.h"
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#include "interpolation.h"
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using std::list;
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using Shared::Util::RandomGen;
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@@ -351,6 +352,8 @@ public:
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float sizeNoEnergy;
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float gravity;
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float rotation;
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const Model *unitModel;
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string meshName;
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bool isVisibleAtNight;
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bool isVisibleAtDay;
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bool isDaylightAffected;
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@@ -391,6 +394,8 @@ 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 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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void setFixed(bool fixed) {this->fixed= fixed;}
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