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CActorContraption fixes, better CMake dependency handling
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@@ -8,6 +8,8 @@
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#include "Character/IAnimReader.hpp"
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#include "TCastTo.hpp"
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#include "CActorParameters.hpp"
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#include "MP1/World/CActorContraption.hpp"
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#include "zeus/CEulerAngles.hpp"
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namespace urde {
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@@ -103,6 +105,9 @@ void CScriptActor::Think(float dt, CStateManager& mgr) {
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else
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MoveToOR(deltas.x0_posDelta, dt);
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//if (TCastToPtr<MP1::CActorContraption>(this))
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//printf("DEL %f\n", zeus::radToDeg(zeus::CEulerAngles(deltas.xc_rotDelta).z()));
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//printf("DEL %f %f %f %f\n", float(deltas.xc_rotDelta[0]), float(deltas.xc_rotDelta[1]), float(deltas.xc_rotDelta[2]), float(deltas.xc_rotDelta[3]));
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RotateToOR(deltas.xc_rotDelta, dt);
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}
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@@ -176,7 +181,7 @@ EWeaponCollisionResponseTypes CScriptActor::GetCollisionResponseType(const zeus:
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return CActor::GetCollisionResponseType(v1, v2, wMode, w);
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}
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rstl::optional<zeus::CAABox> CScriptActor::GetTouchBounds() const {
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std::optional<zeus::CAABox> CScriptActor::GetTouchBounds() const {
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if (GetActive() && x68_material.HasMaterial(EMaterialTypes::Solid))
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return {CPhysicsActor::GetBoundingBox()};
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return {};
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