Fixed bug that prevents compiler from finding user types in scope
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@@ -766,16 +766,17 @@ void rc_setActorPosition(int actor, double x, double y, double z)
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{
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//std::cout << "Set POS" << std::endl;
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irr::core::matrix4 actor_transform = rc_actor[actor].physics.rigid_body->getWorldTransform();
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rc_physics3D.world->removeCollisionObject(rc_actor[actor].physics.rigid_body, false);
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//rc_physics3D.world->removeCollisionObject(rc_actor[actor].physics.rigid_body, false);
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actor_transform.setTranslation( irr::core::vector3df(x, y, z) );
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rc_actor[actor].physics.rigid_body->clearForces();
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//rc_actor[actor].physics.rigid_body->
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rc_actor[actor].physics.rigid_body->setWorldTransform(actor_transform);
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rc_actor[actor].physics.rigid_body->setMassProps(rc_actor[actor].physics.mass, irr::core::vector3df(0,0,0));
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rc_physics3D.world->addRigidBody(rc_actor[actor].physics.rigid_body);
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//rc_actor[actor].physics.rigid_body->setMassProps(rc_actor[actor].physics.mass, irr::core::vector3df(0,0,0));
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//rc_physics3D.world->addRigidBody(rc_actor[actor].physics.rigid_body);
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rc_actor[actor].mesh_node->setPosition(actor_transform.getTranslation());
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rc_actor[actor].mesh_node->updateAbsolutePosition();
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}
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}
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