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CActorContraption fixes, better CMake dependency handling
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@@ -445,7 +445,7 @@ void CGroundMovement::MoveGroundCollider_New(CStateManager& mgr, CPhysicsActor&
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} else {
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float maxFloat = -1.0e10f;
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int maxIdx = -1;
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for (int i = 0; i < physStateList.size(); ++i) {
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for (size_t i = 0; i < physStateList.size(); ++i) {
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if (maxFloat < stepDeltaList[i]) {
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maxFloat = stepDeltaList[i];
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maxIdx = i;
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@@ -613,7 +613,7 @@ CMaterialList CGroundMovement::MoveObjectAnalytical(CStateManager& mgr, CPhysics
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zeus::CVector3f floorPlaneNormal = opts.x3c_floorPlaneNormal ? *opts.x3c_floorPlaneNormal : zeus::skZero3f;
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bool floorCollision = opts.x3c_floorPlaneNormal.operator bool();
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float remDt = dt;
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for (int i = 0; remDt > 0.f; ++i) {
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for (size_t i = 0; remDt > 0.f; ++i) {
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float collideDt = remDt;
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CMotionState mState = actor.PredictMotion_Internal(remDt);
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