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Initial work on CGroundMovement
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@@ -1499,27 +1499,27 @@ bool CStateManager::TestRayDamage(const zeus::CVector3f& pos, const CActor& dama
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return CGameCollision::RayDynamicIntersectionBool(*this, pos, dir, filter, nearList, &damagee, depth * origMag);
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}
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bool CStateManager::RayCollideWorld(const zeus::CVector3f& pos, const zeus::CVector3f& damageeCenter,
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bool CStateManager::RayCollideWorld(const zeus::CVector3f& start, const zeus::CVector3f& end,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList,
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const CMaterialFilter& filter, const CActor& damagee)
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{
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return RayCollideWorldInternal(pos, damageeCenter, filter, nearList, &damagee);
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return RayCollideWorldInternal(start, end, filter, nearList, &damagee);
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}
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bool CStateManager::RayCollideWorldInternal(const zeus::CVector3f& pos, const zeus::CVector3f& damageeCenter,
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bool CStateManager::RayCollideWorldInternal(const zeus::CVector3f& start, const zeus::CVector3f& end,
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const CMaterialFilter& filter,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList,
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const CActor* damagee)
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{
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zeus::CVector3f vecToDamagee = damageeCenter - pos;
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if (!vecToDamagee.canBeNormalized())
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zeus::CVector3f delta = end - start;
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if (!delta.canBeNormalized())
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return true;
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float mag = vecToDamagee.magnitude();
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zeus::CVector3f dir = vecToDamagee * (1.f / mag);
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if (!CGameCollision::RayStaticIntersectionBool(*this, pos, dir, mag, filter))
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float mag = delta.magnitude();
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zeus::CVector3f dir = delta * (1.f / mag);
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if (!CGameCollision::RayStaticIntersectionBool(*this, start, dir, mag, filter))
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return false;
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return CGameCollision::RayDynamicIntersectionBool(*this, pos, dir, filter, nearList, damagee, mag);
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return CGameCollision::RayDynamicIntersectionBool(*this, start, dir, filter, nearList, damagee, mag);
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}
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bool CStateManager::MultiRayCollideWorld(const zeus::CMRay& ray, const CMaterialFilter& filter)
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