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Added angelscript function getNodePosition #813

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merged 1 commit into from Apr 20, 2016

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AnotherFoxGuy commented Mar 25, 2016

Now you can get a position of a node using:

BeamClass @np_truck0 = game.getTruckByNum(0);       
vector3 vec = np_truck0.getNodePosition(121);
}
else
{
return Ogre::Vector3();

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@Hiradur

Hiradur Mar 29, 2016

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I guess this returns (0,0,0) but what if you query for a not existing node and you wrongly believe the node is at (0,0,0) instead of realizing it doesn't exist? Something like (MAX_INT, MAX_INT, MAX_INT) may be better.

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Hiradur Mar 29, 2016

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I guess this returns (0,0,0) but what if you query for a not existing node and you wrongly believe the node is at (0,0,0) instead of realizing it doesn't exist? Something like (MAX_INT, MAX_INT, MAX_INT) may be better.

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@ulteq

ulteq Apr 6, 2016

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You could avoid that by calling getNodeCount first.

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ulteq Apr 6, 2016

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You could avoid that by calling getNodeCount first.

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ulteq Apr 6, 2016

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Looks good.

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ulteq commented Apr 6, 2016

Looks good.

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ulteq Apr 16, 2016

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Can we merge this?

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ulteq commented Apr 16, 2016

Can we merge this?

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Hiradur Apr 19, 2016

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👍

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Hiradur commented Apr 19, 2016

👍

@ulteq ulteq merged commit 104df8f into RigsOfRods:master Apr 20, 2016

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@AnotherFoxGuy AnotherFoxGuy deleted the AnotherFoxGuy:getNodePosition branch Apr 21, 2016

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