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Kinglex98

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  1. On GameLib/ActorInstanceAttach.cpp is said: //1.1 Search: bool CActorInstance::IntersectDefendingSphere() //1.2 Add ABOVE: void CActorInstance::RenderAllAttachingEffect() { for (const auto& it : m_AttachingEffectList) CEffectManager::Instance().RenderOne(it.dwEffectIndex); } but i don't have that bool inside that file, i have it inside ActorInstance.cpp so i did : void CActorInstance::RenderAllAttachingEffect() { for (const auto& it : m_AttachingEffectList) CEffectManager::Instance().RenderOne(it.dwEffectIndex); } bool CActorInstance::IntersectDefendingSphere() { for (TCollisionPointInstanceList::iterator it = m_DefendingPointInstanceList.begin(); it != m_DefendingPointInstanceList.end(); ++it) { CDynamicSphereInstanceVector & rSphereInstanceVector = (*it).SphereInstanceVector; CDynamicSphereInstanceVector::iterator it2 = rSphereInstanceVector.begin(); for (; it2 != rSphereInstanceVector.end(); ++it2) { CDynamicSphereInstance & rInstance = *it2; D3DXVECTOR3 v3SpherePosition = rInstance.v3Position; float fRadius = rInstance.fRadius; D3DXVECTOR3 v3Orig; D3DXVECTOR3 v3Dir; float fRange; ms_Ray.GetStartPoint(&v3Orig); ms_Ray.GetDirection(&v3Dir, &fRange); D3DXVECTOR3 v3Distance = v3Orig - v3SpherePosition; float b = D3DXVec3Dot(&v3Dir, &v3Distance); float c = D3DXVec3Dot(&v3Distance, &v3Distance) - fRadius*fRadius; if (b*b - c >= 0) return true; } } return false; } BUT INSIDE ACTORINSTANCE.CPP is that ok ?
  2. Thanks for the the tool, it is great, easy to use, and also well documented ! Much much thanks man !
  3. Hello ! When i use the client in lower resolution, like 800 x 600 button overlaps another button
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