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Use EntityList instead of `rstl::resverved_vector<TUniqueId, 1024>' directly
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@@ -47,24 +47,24 @@ public:
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static void CheckFalling(CPhysicsActor& actor, CStateManager& mgr, float);
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static void MoveGroundCollider(CStateManager& mgr, CPhysicsActor& actor, float dt,
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const rstl::reserved_vector<TUniqueId, kMaxEntities>* nearList);
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const EntityList* nearList);
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static bool ResolveUpDown(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
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const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList, float,
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const CMaterialFilter& filter, EntityList& nearList, float,
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float, float&, CCollisionInfoList& list);
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static bool MoveGroundColliderZ(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
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const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
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const CMaterialFilter& filter, EntityList& nearList,
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float, float&, CCollisionInfoList& list, TUniqueId& idOut);
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static void MoveGroundColliderXY(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
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const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
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const CMaterialFilter& filter, EntityList& nearList,
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float);
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static zeus::CVector3f CollisionDamping(const zeus::CVector3f& a, const zeus::CVector3f& b, const zeus::CVector3f& c,
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float d, float e);
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static void MoveGroundCollider_New(CStateManager& mgr, CPhysicsActor& actor, float,
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const rstl::reserved_vector<TUniqueId, kMaxEntities>* nearList);
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const EntityList* nearList);
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static bool RemoveNormalComponent(const zeus::CVector3f&, const zeus::CVector3f&, zeus::CVector3f&, float&);
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static bool RemoveNormalComponent(const zeus::CVector3f& a, zeus::CVector3f& b);
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static CMaterialList MoveObjectAnalytical(CStateManager& mgr, CPhysicsActor& actor, float,
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rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList,
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EntityList& nearList,
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CAreaCollisionCache& cache, const SMovementOptions& opts,
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SMoveObjectResult& result);
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};
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