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More work on CMorphBall
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@@ -306,17 +306,17 @@ public:
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void ApplyRadiusDamage(const CActor&, const zeus::CVector3f&, CActor&,
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const CDamageInfo& info);
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bool 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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bool 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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bool 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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bool 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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bool MultiRayCollideWorld(const zeus::CMRay& ray, const CMaterialFilter& filter);
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const CActor* damagee) const;
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bool MultiRayCollideWorld(const zeus::CMRay& ray, const CMaterialFilter& filter) const;
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void TestBombHittingWater(const CActor& damager, const zeus::CVector3f& pos, CActor& damagee);
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bool ApplyLocalDamage(const zeus::CVector3f&, const zeus::CVector3f&, CActor&, float,
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const CWeaponMode&);
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