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Work on CPlayer
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@@ -1503,6 +1503,17 @@ bool CStateManager::TestRayDamage(const zeus::CVector3f& pos, const CActor& dama
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return CGameCollision::RayDynamicIntersectionBool(*this, pos, dir, filter, nearList, &damagee, depth * origMag);
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}
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bool CStateManager::RayCollideWorld(const zeus::CVector3f& start, const zeus::CVector3f& end,
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const CMaterialFilter& filter, const CActor& damagee)
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{
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zeus::CVector3f delta = end - start;
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float mag = delta.magnitude();
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delta = delta / mag;
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rstl::reserved_vector<TUniqueId, 1024> nearList;
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BuildNearList(nearList, start, delta, mag, filter, &damagee);
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return RayCollideWorldInternal(start, end, filter, nearList, &damagee);
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}
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bool CStateManager::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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