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Minor fixes, use CUnitVector in CCollionInfo
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@@ -218,7 +218,7 @@ void CGameCollision::Move(CStateManager& mgr, CPhysicsActor& actor, float dt,
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}
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}
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bool CGameCollision::CanBlock(const CMaterialList& mat, const zeus::CVector3f& v) {
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bool CGameCollision::CanBlock(const CMaterialList& mat, const zeus::CUnitVector3f& v) {
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if ((mat.HasMaterial(EMaterialTypes::Character) && !mat.HasMaterial(EMaterialTypes::SolidCharacter)) ||
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mat.HasMaterial(EMaterialTypes::NoPlayerCollision)) {
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return false;
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@@ -231,7 +231,7 @@ bool CGameCollision::CanBlock(const CMaterialList& mat, const zeus::CVector3f& v
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return (v.z() > 0.85f);
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}
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bool CGameCollision::IsFloor(const CMaterialList& mat, const zeus::CVector3f& v) {
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bool CGameCollision::IsFloor(const CMaterialList& mat, const zeus::CUnitVector3f& v) {
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return mat.HasMaterial(EMaterialTypes::Floor) || v.z() > 0.85f;
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}
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