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Add triangle flip bit for collision geometry
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@@ -16,7 +16,7 @@ struct DeafBabe : BigDNA
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struct Material : BigDNA
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{
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DECL_DNA
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Value<atUint64> material;
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Value<atUint64> material = 0;
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bool unknown() const { return material & 1; }
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void setUnknown(bool v) { material &= ~1; material |= atUint64(v); }
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bool surfaceStone() const { return (material >> 1ull) & 1; }
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@@ -60,11 +60,13 @@ struct DeafBabe : BigDNA
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bool projectilePassthrough() const { return (material >> 20ull) & 1; }
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void setProjectilePassthrough(bool v) { material &= ~(1ull << 20ull); material |= (atUint64(v) << 20ull); }
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bool cameraPassthrough() const { return (material >> 21ull) & 1; }
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void setCameraPassthrough(bool v) { material &= ~(1ull << 21ull); material |= (atUint64(v) << 19ull); }
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void setCameraPassthrough(bool v) { material &= ~(1ull << 21ull); material |= (atUint64(v) << 21ull); }
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bool surfaceWood() const { return (material >> 22ull) & 1; }
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void setSurfaceWood(bool v) { material &= ~(1ull << 22ull); material |= (atUint64(v) << 22ull); }
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bool surfaceOrganic() const { return (material >> 23ull) & 1; }
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void setSurfaceOrganic(bool v) { material &= ~(1ull << 23ull); material |= (atUint64(v) << 23ull); }
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bool flipFace() const { return (material >> 24ull) & 1; }
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void setFlipFace(bool v) { material &= ~(1ull << 24ull); material |= (atUint64(v) << 24ull); }
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bool surfaceRubber() const { return (material >> 25) & 1; }
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void setSurfaceRubber(bool v) { material &= ~(1ull << 25ull); material |= (atUint64(v) << 25ull); }
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bool seeThrough() const { return (material >> 26ull) & 1; }
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