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Initial work on CGroundMovement
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@@ -25,10 +25,6 @@ class CGameCollision
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{
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static void MovePlayer(CStateManager& mgr, CPhysicsActor& actor, float dt,
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const rstl::reserved_vector<TUniqueId, 1024>* colliderList);
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static void MoveGroundCollider(CStateManager& mgr, CPhysicsActor& actor, float dt,
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const rstl::reserved_vector<TUniqueId, 1024>* colliderList);
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static void MoveGroundCollider_New(CStateManager& mgr, CPhysicsActor& actor, float dt,
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const rstl::reserved_vector<TUniqueId, 1024>* colliderList);
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static void MoveAndCollide(CStateManager& mgr, CPhysicsActor& actor, float dt, const ICollisionFilter& filter,
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const rstl::reserved_vector<TUniqueId, 1024>* colliderList);
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static zeus::CVector3f GetActorRelativeVelocities(const CPhysicsActor& act0, const CPhysicsActor* act1);
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@@ -84,6 +80,12 @@ public:
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const CMaterialFilter& filter,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList,
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TUniqueId& idOut, CCollisionInfoList& infoList);
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static bool DetectCollision_Cached_Moving(CStateManager& mgr, CAreaCollisionCache& cache,
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const CCollisionPrimitive& prim, const zeus::CTransform& xf,
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const CMaterialFilter& filter,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList,
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const zeus::CVector3f& vec,
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TUniqueId& idOut, CCollisionInfo& infoOut, double&);
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static bool DetectStaticCollision(CStateManager& mgr, const CCollisionPrimitive& prim,
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const zeus::CTransform& xf, const CMaterialFilter& filter,
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CCollisionInfoList& list);
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@@ -105,6 +107,10 @@ public:
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CPhysicsActor& actor, const CCollisionPrimitive& prim,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList,
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float, u32 failsafeTicks);
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static std::experimental::optional<zeus::CVector3f>
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FindNonIntersectingVector(CStateManager& mgr, CAreaCollisionCache& cache,
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CPhysicsActor& actor, const CCollisionPrimitive& prim,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList);
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};
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}
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