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Implement CFishCloud
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@@ -1321,8 +1321,7 @@ void CStateManager::ApplyDamageToWorld(TUniqueId damager, const CActor& actor, c
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bool bomb = false;
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TCastToPtr<CWeapon> weapon = const_cast<CActor&>(actor);
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if (weapon)
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bomb = (weapon->GetAttribField() & (EProjectileAttrib::Bombs | EProjectileAttrib::PowerBombs)) !=
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EProjectileAttrib::None;
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bomb = True(weapon->GetAttribField() & (EProjectileAttrib::Bombs | EProjectileAttrib::PowerBombs));
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rstl::reserved_vector<TUniqueId, 1024> nearList;
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BuildNearList(nearList, aabb, filter, &actor);
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@@ -1508,8 +1507,7 @@ bool CStateManager::MultiRayCollideWorld(const zeus::CMRay& ray, const CMaterial
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void CStateManager::TestBombHittingWater(const CActor& damager, const zeus::CVector3f& pos, CActor& damagee) {
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if (TCastToPtr<CWeapon> wpn = const_cast<CActor&>(damager)) {
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if ((wpn->GetAttribField() & (EProjectileAttrib::Bombs | EProjectileAttrib::PowerBombs)) !=
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EProjectileAttrib::None) {
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if (True(wpn->GetAttribField() & (EProjectileAttrib::Bombs | EProjectileAttrib::PowerBombs))) {
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bool powerBomb = (wpn->GetAttribField() & EProjectileAttrib::PowerBombs) == EProjectileAttrib::PowerBombs;
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if (TCastToPtr<CScriptWater> water = damagee) {
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zeus::CAABox bounds = water->GetTriggerBoundsWR();
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