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Use EntityList instead of `rstl::resverved_vector<TUniqueId, 1024>' directly
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@@ -984,7 +984,7 @@ bool CScriptGunTurret::LineOfSightTest(CStateManager& mgr) const {
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zeus::CVector3f dir = mgr.GetPlayer().GetAimPosition(mgr, 0.f) - muzzlePos;
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const float mag = dir.magnitude();
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dir = dir / mag;
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rstl::reserved_vector<TUniqueId, kMaxEntities> nearList;
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EntityList nearList;
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constexpr auto filter = CMaterialFilter::MakeIncludeExclude(
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{EMaterialTypes::Solid}, {EMaterialTypes::Player, EMaterialTypes::CollisionActor});
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mgr.BuildNearList(nearList, muzzlePos, dir, mag, filter, gun.GetPtr());
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