m_wield_meshnode = new WieldMeshSceneNode(
smgr->getRootSceneNode(), smgr, -1);
m_wield_meshnode->setItem(item, m_gamedef);
- m_wield_meshnode->grab();
-
+
m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
m_prop.visual_size.Y/2,
m_prop.visual_size.X/2));
updateBonePosition();
updateAttachments();
}
-
+
void GenericCAO::updateLight(u8 light_at_pos)
{
u8 li = decode_light(light_at_pos);
void GenericCAO::updateBonePosition()
{
- if(!m_bone_position.size() || m_animated_meshnode == NULL)
+ if(m_bone_position.empty() || m_animated_meshnode == NULL)
return;
m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render