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This repository was archived by the owner on Jan 5, 2024. It is now read-only.

Commit 987ff97

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Force any Team to be active whenever a MO of said Team is added to MovableMan, in order to accommodate collision detection
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Managers/MovableMan.cpp

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@@ -833,6 +833,7 @@ bool MovableMan::AddMO(MovableObject *movableObjectToAdd) {
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void MovableMan::AddActor(Actor *actorToAdd) {
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if (actorToAdd) {
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g_ActivityMan.GetActivity()->ForceSetTeamAsActive(actorToAdd->GetTeam());
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actorToAdd->SetAsAddedToMovableMan();
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actorToAdd->CorrectAttachableAndWoundPositionsAndRotations();
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@@ -855,6 +856,7 @@ void MovableMan::AddActor(Actor *actorToAdd) {
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void MovableMan::AddItem(HeldDevice *itemToAdd) {
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if (itemToAdd) {
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g_ActivityMan.GetActivity()->ForceSetTeamAsActive(itemToAdd->GetTeam());
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itemToAdd->SetAsAddedToMovableMan();
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itemToAdd->CorrectAttachableAndWoundPositionsAndRotations();
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@@ -874,6 +876,7 @@ void MovableMan::AddItem(HeldDevice *itemToAdd) {
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void MovableMan::AddParticle(MovableObject *particleToAdd){
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if (particleToAdd) {
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g_ActivityMan.GetActivity()->ForceSetTeamAsActive(particleToAdd->GetTeam());
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particleToAdd->SetAsAddedToMovableMan();
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if (MOSRotating *particleToAddAsMOSRotating = dynamic_cast<MOSRotating *>(particleToAdd)) { particleToAddAsMOSRotating->CorrectAttachableAndWoundPositionsAndRotations(); }
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