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De-hardcode max entity count
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@@ -86,7 +86,7 @@ public:
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private:
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s16 x0_nextFreeIndex = 0;
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std::array<u16, 1024> x4_idxArr{};
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std::array<u16, kMaxEntities> x4_idxArr{};
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/*
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std::unique_ptr<CObjectList> x80c_allObjs;
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@@ -298,14 +298,14 @@ public:
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void ProcessRadiusDamage(const CActor&, CActor&, TUniqueId senderId, const CDamageInfo& info, const CMaterialFilter&);
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void ApplyRadiusDamage(const CActor&, const zeus::CVector3f&, CActor&, 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) const;
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const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList) const;
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bool RayCollideWorld(const zeus::CVector3f& start, const zeus::CVector3f& end, const CMaterialFilter& filter,
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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, const CMaterialFilter& filter,
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const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList, const CMaterialFilter& filter,
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const CActor* damagee) const;
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bool RayCollideWorldInternal(const zeus::CVector3f& start, const zeus::CVector3f& end, const CMaterialFilter& filter,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList, const CActor* damagee) const;
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const rstl::reserved_vector<TUniqueId, kMaxEntities>& nearList, 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, const CWeaponMode&);
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@@ -344,10 +344,10 @@ public:
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void AreaUnloaded(TAreaId);
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void PrepareAreaUnload(TAreaId);
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void AreaLoaded(TAreaId);
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& listOut, const zeus::CVector3f&, const zeus::CVector3f&,
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void BuildNearList(rstl::reserved_vector<TUniqueId, kMaxEntities>& listOut, const zeus::CVector3f&, const zeus::CVector3f&,
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float, const CMaterialFilter&, const CActor*) const;
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void BuildColliderList(rstl::reserved_vector<TUniqueId, 1024>& listOut, const CActor&, const zeus::CAABox&) const;
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& listOut, const zeus::CAABox&, const CMaterialFilter&,
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void BuildColliderList(rstl::reserved_vector<TUniqueId, kMaxEntities>& listOut, const CActor&, const zeus::CAABox&) const;
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void BuildNearList(rstl::reserved_vector<TUniqueId, kMaxEntities>& listOut, const zeus::CAABox&, const CMaterialFilter&,
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const CActor*) const;
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void UpdateActorInSortedLists(CActor&);
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void UpdateSortedLists();
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@@ -358,7 +358,7 @@ public:
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const CMaterialFilter& filter) const;
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CRayCastResult RayWorldIntersection(TUniqueId& idOut, const zeus::CVector3f& pos, const zeus::CVector3f& dir,
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float length, const CMaterialFilter& filter,
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const rstl::reserved_vector<TUniqueId, 1024>& list) const;
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const rstl::reserved_vector<TUniqueId, kMaxEntities>& list) const;
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void UpdateObjectInLists(CEntity&);
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TUniqueId AllocateUniqueId();
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void DeferStateTransition(EStateManagerTransition t);
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