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More collision imps
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@@ -3,8 +3,50 @@
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namespace urde
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{
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const CMaterialList& CRayCastResult::GetMaterial() const
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void CRayCastResult::MakeInvalid()
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{
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/* NOTE: CRayCastResult: Enable this if it's required, this is a total guess - Phil */
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#if 0
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x0_time = 0.f;
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x4_point.zeroOut();
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x10_plane.vec.zeroOut();;
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x10_plane.d = 0.f;
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x28_material = CMaterialList();
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#endif
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x20_invalid = EInvalid::Invalid;
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}
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bool CRayCastResult::IsInvalid() const
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{
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return x20_invalid == EInvalid::Invalid;
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}
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float CRayCastResult::GetTime() const
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{
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return x0_time;
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}
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const zeus::CVector3f&CRayCastResult::GetPoint() const
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{
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return x4_point;
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}
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const zeus::CPlane&CRayCastResult::GetPlane() const
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{
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return x10_plane;
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}
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const CMaterialList&CRayCastResult::GetMaterial() const
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{
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return x28_material;
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}
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void CRayCastResult::Transform(const zeus::CTransform& xf)
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{
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x4_point = xf * x4_point;
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x10_plane.vec = xf.rotate(x10_plane.vec);
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x10_plane.d = x10_plane.vec.dot(x4_point);
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}
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}
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