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More work on CMorphBall
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@@ -1463,9 +1463,9 @@ void CStateManager::ApplyRadiusDamage(const CActor& a1, const zeus::CVector3f& p
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}
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bool CStateManager::TestRayDamage(const zeus::CVector3f& pos, const CActor& damagee,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList)
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const rstl::reserved_vector<TUniqueId, 1024>& nearList) const
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{
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const CHealthInfo* hInfo = const_cast<CActor&>(damagee).HealthInfo(*this);
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const CHealthInfo* hInfo = const_cast<CActor&>(damagee).HealthInfo(const_cast<CStateManager&>(*this));
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if (!hInfo)
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return false;
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@@ -1505,7 +1505,7 @@ bool CStateManager::TestRayDamage(const zeus::CVector3f& pos, const CActor& dama
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}
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bool CStateManager::RayCollideWorld(const zeus::CVector3f& start, const zeus::CVector3f& end,
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const CMaterialFilter& filter, const CActor& damagee)
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const CMaterialFilter& filter, const CActor& damagee) const
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{
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zeus::CVector3f delta = end - start;
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float mag = delta.magnitude();
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@@ -1517,7 +1517,7 @@ bool CStateManager::RayCollideWorld(const zeus::CVector3f& start, const zeus::CV
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bool CStateManager::RayCollideWorld(const zeus::CVector3f& start, const zeus::CVector3f& end,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList,
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const CMaterialFilter& filter, const CActor& damagee)
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const CMaterialFilter& filter, const CActor& damagee) const
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{
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return RayCollideWorldInternal(start, end, filter, nearList, &damagee);
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}
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@@ -1525,7 +1525,7 @@ bool CStateManager::RayCollideWorld(const zeus::CVector3f& start, const zeus::CV
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bool CStateManager::RayCollideWorldInternal(const zeus::CVector3f& start, const zeus::CVector3f& end,
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const CMaterialFilter& filter,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList,
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const CActor* damagee)
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const CActor* damagee) const
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{
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zeus::CVector3f delta = end - start;
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if (!delta.canBeNormalized())
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@@ -1538,7 +1538,7 @@ bool CStateManager::RayCollideWorldInternal(const zeus::CVector3f& start, const
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return CGameCollision::RayDynamicIntersectionBool(*this, start, dir, filter, nearList, damagee, mag);
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}
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bool CStateManager::MultiRayCollideWorld(const zeus::CMRay& ray, const CMaterialFilter& filter)
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bool CStateManager::MultiRayCollideWorld(const zeus::CMRay& ray, const CMaterialFilter& filter) const
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{
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zeus::CVector3f crossed =
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{
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