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Initial CCollisionActor imps
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@@ -39,7 +39,7 @@ zeus::CVector3f CPhysicsActor::GetAimPosition(const CStateManager&, float dt) co
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void CPhysicsActor::CollidedWith(const TUniqueId&, const CCollisionInfoList&, CStateManager&) {}
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const CCollisionPrimitive& CPhysicsActor::GetCollisionPrimitive() const { return x1c0_collisionPrimitive; }
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const CCollisionPrimitive* CPhysicsActor::GetCollisionPrimitive() const { return &x1c0_collisionPrimitive; }
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zeus::CTransform CPhysicsActor::GetPrimitiveTransform() const
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{
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@@ -70,7 +70,7 @@ void CPhysicsActor::SetBoundingBox(const zeus::CAABox& box)
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zeus::CAABox CPhysicsActor::GetMotionVolume(float dt) const
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{
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zeus::CAABox aabox = GetCollisionPrimitive().CalculateAABox(GetPrimitiveTransform());
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zeus::CAABox aabox = GetCollisionPrimitive()->CalculateAABox(GetPrimitiveTransform());
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zeus::CVector3f velocity = CalculateNewVelocityWR_UsingImpulses();
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const zeus::CVector3f dv = (dt * velocity);
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@@ -144,6 +144,11 @@ void CPhysicsActor::SetInertiaTensorScalar(float tensor)
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xf4_inertiaTensorRecip = 1.0f / tensor;
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}
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void CPhysicsActor::SetCoefficientOfRestitutionModifier(float mod)
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{
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x244_restitutionCoefModifier = mod;
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}
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void CPhysicsActor::SetMass(float mass)
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{
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xe8_mass = mass;
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