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Initial collision testing and CStateManager work
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@@ -20,10 +20,10 @@ void CCollisionPrimitive::SetMaterial(const CMaterialList& material) { x8_materi
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const CMaterialList& CCollisionPrimitive::GetMaterial() const { return x8_material; }
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CRayCastResult CCollisionPrimitive::CastRay(const zeus::CVector3f& start, const zeus::CVector3f& end, float d,
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CRayCastResult CCollisionPrimitive::CastRay(const zeus::CVector3f& start, const zeus::CVector3f& dir, float length,
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const CMaterialFilter& filter, const zeus::CTransform& xf) const
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{
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return CastRayInternal(CInternalRayCastStructure(start, end, d, xf, filter));
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return CastRayInternal(CInternalRayCastStructure(start, dir, length, xf, filter));
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}
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void CCollisionPrimitive::InitBeginTypes()
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