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Add some moving collision implementations
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@@ -144,6 +144,16 @@ bool CCollisionPrimitive::CollideBoolean(CInternalCollisionStructure::CPrimDesc&
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return InternalCollideBoolean({prim0, prim1});
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}
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bool CCollisionPrimitive::CollideMoving(CInternalCollisionStructure::CPrimDesc& prim0,
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CInternalCollisionStructure::CPrimDesc& prim1,
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const zeus::CVector3f& vec,
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double& dOut,
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CCollisionInfo& infoOut)
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{
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// TODO: Finish
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return false;
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}
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void CCollisionPrimitive::InitBeginTypes()
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{
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sCollisionTypeList.reset(new std::vector<CCollisionPrimitive::Type>());
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