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Initial work on CGroundMovement
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@@ -332,10 +332,10 @@ public:
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const CDamageInfo& info);
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bool TestRayDamage(const zeus::CVector3f& pos, const CActor& damagee,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList);
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bool RayCollideWorld(const zeus::CVector3f& pos, const zeus::CVector3f& damageeCenter,
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bool 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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bool RayCollideWorldInternal(const zeus::CVector3f& pos, const zeus::CVector3f& damageeCenter,
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bool 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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