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Player reflection and other imps
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@@ -45,7 +45,7 @@ void CGameCollision::InitCollision()
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CCollisionPrimitive::InitEndColliders();
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}
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void CGameCollision::Move(CStateManager& mgr, CPlayer& player, float dt, const rstl::reserved_vector<TUniqueId, 1024>*)
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void CGameCollision::Move(CStateManager& mgr, CPhysicsActor& actor, float dt, const rstl::reserved_vector<TUniqueId, 1024>*)
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{
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}
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@@ -16,7 +16,7 @@ class CCollisionInfo;
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class CCollisionInfoList;
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class CMaterialList;
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class CStateManager;
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class CPlayer;
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class CPhysicsActor;
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class CGameCollision
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{
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@@ -28,7 +28,7 @@ public:
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static bool NullBooleanCollider(const CInternalCollisionStructure&) { return false; }
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static bool NullCollisionCollider(const CInternalCollisionStructure&, CCollisionInfoList&) { return false; }
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static void InitCollision();
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static void Move(CStateManager& mgr, CPlayer& player, float dt, const rstl::reserved_vector<TUniqueId, 1024>*);
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static void Move(CStateManager& mgr, CPhysicsActor& actor, float dt, const rstl::reserved_vector<TUniqueId, 1024>*);
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static bool CanBlock(const CMaterialList&, const zeus::CVector3f&);
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static bool IsFloor(const CMaterialList&, const zeus::CVector3f&);
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