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Fix player dynamic collision
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@@ -397,12 +397,12 @@ CEntity* ScriptLoader::LoadActor(CStateManager& mgr, CInputStream& in, int propC
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bool solid = in.readBool();
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bool cameraPassthrough = in.readBool();
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bool active = in.readBool();
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u32 w2 = in.readUint32Big();
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float f3 = in.readFloatBig();
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bool b6 = in.readBool();
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u32 shaderIdx = in.readUint32Big();
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float xrayAlpha = in.readFloatBig();
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bool noThermalHotZ = in.readBool();
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bool castsShadow = in.readBool();
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bool xposeRotate = in.readBool();
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bool b9 = in.readBool();
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bool scaleAdvancementDelta = in.readBool();
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bool materialFlag54 = in.readBool();
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FourCC animType = g_ResFactory->GetResourceTypeById(aParms.GetACSFile());
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if (!g_ResFactory->GetResourceTypeById(staticId) && !animType)
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@@ -430,8 +430,8 @@ CEntity* ScriptLoader::LoadActor(CStateManager& mgr, CInputStream& in, int propC
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aabb = data.GetBounds(head.x10_transform.getRotation());
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return new CScriptActor(mgr.AllocateUniqueId(), head.x0_name, info, head.x10_transform, std::move(data), aabb, mass,
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zMomentum, list, hInfo, dVuln, actParms, looping, active, w2, f3, b6, castsShadow,
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xposeRotate, b9);
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zMomentum, list, hInfo, dVuln, actParms, looping, active, shaderIdx, xrayAlpha,
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noThermalHotZ, castsShadow, scaleAdvancementDelta, materialFlag54);
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}
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CEntity* ScriptLoader::LoadWaypoint(CStateManager& mgr, CInputStream& in, int propCount, const CEntityInfo& info)
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