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Finish AABB area colliders
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@@ -570,17 +570,17 @@ bool CGameCollision::DetectCollision_Cached_Moving(CStateManager& mgr, CAreaColl
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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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const zeus::CVector3f& dir,
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TUniqueId& idOut, CCollisionInfo& infoOut, double& d)
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{
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idOut = kInvalidUniqueId;
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if (!filter.GetExcludeList().HasMaterial(EMaterialTypes::StaticCollision))
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{
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if (CGameCollision::DetectStaticCollision_Cached_Moving(mgr, cache, prim, xf, filter, vec, infoOut, d))
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if (CGameCollision::DetectStaticCollision_Cached_Moving(mgr, cache, prim, xf, filter, dir, infoOut, d))
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return true;
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}
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return CGameCollision::DetectDynamicCollisionMoving(prim, xf, nearList, vec, idOut, infoOut, d, mgr);
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return CGameCollision::DetectDynamicCollisionMoving(prim, xf, nearList, dir, idOut, infoOut, d, mgr);
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}
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bool CGameCollision::DetectStaticCollision(CStateManager& mgr, const CCollisionPrimitive& prim,
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@@ -667,13 +667,13 @@ bool CGameCollision::DetectStaticCollision_Cached(CStateManager& mgr, CAreaColli
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bool CGameCollision::DetectStaticCollision_Cached_Moving(CStateManager& mgr, CAreaCollisionCache& cache,
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const CCollisionPrimitive& prim, const zeus::CTransform& xf,
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const CMaterialFilter& filter, const zeus::CVector3f& vec,
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const CMaterialFilter& filter, const zeus::CVector3f& dir,
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CCollisionInfo& infoOut, double& dOut)
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{
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if (prim.GetPrimType() == FOURCC('OBTG'))
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return false;
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zeus::CVector3f offset = float(dOut) * vec;
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zeus::CVector3f offset = float(dOut) * dir;
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zeus::CAABox aabb = prim.CalculateAABox(xf);
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zeus::CAABox offsetAABB = aabb;
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offsetAABB.accumulateBounds(offset + offsetAABB.min);
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@@ -694,7 +694,7 @@ bool CGameCollision::DetectStaticCollision_Cached_Moving(CStateManager& mgr, CAr
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CCollisionInfo info;
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double d = dOut;
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if (CMetroidAreaCollider::MovingAABoxCollisionCheck_Cached(leafCache, aabb, filter,
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CMaterialList(EMaterialTypes::Solid), vec,
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CMaterialList(EMaterialTypes::Solid), dir,
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dOut, info, d) && d < dOut)
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{
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infoOut = info;
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@@ -711,7 +711,7 @@ bool CGameCollision::DetectStaticCollision_Cached_Moving(CStateManager& mgr, CAr
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CCollisionInfo info;
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double d = dOut;
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if (CMetroidAreaCollider::MovingSphereCollisionCheck_Cached(leafCache, aabb, xfSphere, filter,
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CMaterialList(EMaterialTypes::Solid), vec,
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CMaterialList(EMaterialTypes::Solid), dir,
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dOut, info, d) && d < dOut)
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{
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infoOut = info;
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@@ -748,7 +748,7 @@ bool CGameCollision::DetectDynamicCollision(const CCollisionPrimitive& prim, con
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bool CGameCollision::DetectDynamicCollisionMoving(const CCollisionPrimitive& prim, const zeus::CTransform& xf,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList,
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const zeus::CVector3f& vec, TUniqueId& idOut,
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const zeus::CVector3f& dir, TUniqueId& idOut,
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CCollisionInfo& infoOut, double& dOut, CStateManager& mgr)
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{
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bool ret = false;
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@@ -762,7 +762,7 @@ bool CGameCollision::DetectDynamicCollisionMoving(const CCollisionPrimitive& pri
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CInternalCollisionStructure::CPrimDesc p1(*actor->GetCollisionPrimitive(),
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CMaterialFilter::skPassEverything,
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actor->GetPrimitiveTransform());
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if (CCollisionPrimitive::CollideMoving(p0, p1, vec, d, info) && d < dOut)
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if (CCollisionPrimitive::CollideMoving(p0, p1, dir, d, info) && d < dOut)
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{
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ret = true;
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infoOut = info;
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