float final = 0;
//smooth
AC->CDradius = 7.0;
if ( collidedwalls.at( b ).pn_b > 0.02 || collidedwalls.at( b ).pn_b < -0.02 )
{
final = AC->CDradius/2.;
AC->polyVect.at( i ).collidedwith_floorThisFrame = 1 ;
} else {
final = AC->CDradius/6.;
AC->polyVect.at( i ).collidedwith_floorThisFrame = 0 ;
}
/*
//jumpy
AC->CDradius = 1.;
if ( collidedwalls.at( b ).pn_b > 0.02 || collidedwalls.at( b ).pn_b < -0.02 )
{
final = AC->CDradius*3.5;
AC->polyVect.at( i ).collidedwith_floorThisFrame = 1;
} else {
final = AC->CDradius;
AC->polyVect.at( i ).collidedwith_floorThisFrame = 0;
}
*/
cout << final << endl;