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Reformat pass
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@@ -984,8 +984,8 @@ zeus::CVector3f CBallCamera::ApplyColliders() {
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}
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void CBallCamera::UpdateColliders(const zeus::CTransform& xf, std::vector<CCameraCollider>& colliderList, int& it,
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int count, float tolerance, const EntityList& nearList,
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float dt, CStateManager& mgr) {
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int count, float tolerance, const EntityList& nearList, float dt,
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CStateManager& mgr) {
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if (it < colliderList.size()) {
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x310_idealLookVec = {0.f, g_tweakBall->GetBallCameraOffset().y(), g_tweakPlayer->GetPlayerBallHalfExtent()};
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x310_idealLookVec.y() *= x308_speedFactor;
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@@ -1032,8 +1032,7 @@ void CBallCamera::UpdateColliders(const zeus::CTransform& xf, std::vector<CCamer
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}
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}
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zeus::CVector3f CBallCamera::AvoidGeometry(const zeus::CTransform& xf,
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const EntityList& nearList, float dt,
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zeus::CVector3f CBallCamera::AvoidGeometry(const zeus::CTransform& xf, const EntityList& nearList, float dt,
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CStateManager& mgr) {
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switch (x328_avoidGeomCycle) {
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case 0:
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@@ -1058,8 +1057,7 @@ zeus::CVector3f CBallCamera::AvoidGeometry(const zeus::CTransform& xf,
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return ApplyColliders();
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}
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zeus::CVector3f CBallCamera::AvoidGeometryFull(const zeus::CTransform& xf,
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const EntityList& nearList, float dt,
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zeus::CVector3f CBallCamera::AvoidGeometryFull(const zeus::CTransform& xf, const EntityList& nearList, float dt,
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CStateManager& mgr) {
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UpdateColliders(xf, x264_smallColliders, x2d0_smallColliderIt, x264_smallColliders.size(), 4.f, nearList, dt, mgr);
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UpdateColliders(xf, x274_mediumColliders, x2d4_mediumColliderIt, x274_mediumColliders.size(), 4.f, nearList, dt, mgr);
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