Core/Vmap: Fix vmaps not getting floor on gameobjects
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@@ -86,7 +86,7 @@ namespace Game.Collision
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return mdl;
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}
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public bool intersectRay(Ray ray, ref float maxDist, bool stopAtFirstHit, List<uint> phases)
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public override bool IntersectRay(Ray ray, ref float maxDist, bool stopAtFirstHit, List<uint> phases)
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{
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if (!isCollisionEnabled() || !owner.IsSpawned())
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return false;
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@@ -16,6 +16,7 @@
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*/
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using Framework.GameMath;
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using System.Collections.Generic;
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namespace Game.Collision
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{
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@@ -23,5 +24,8 @@ namespace Game.Collision
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{
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public virtual Vector3 getPosition() { return default(Vector3); }
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public virtual AxisAlignedBox getBounds() { return default(AxisAlignedBox); }
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public virtual bool IntersectRay(Ray ray, ref float maxDist, bool stopAtFirstHit, List<uint> phases) { return false; }
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public virtual bool IntersectRay(Ray ray, ref float distance, bool stopAtFirstHit) { return false; }
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}
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}
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@@ -249,7 +249,7 @@ namespace Game.Collision
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return true;
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}
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public bool IntersectRay(Ray ray, ref float distance, bool stopAtFirstHit)
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public override bool IntersectRay(Ray ray, ref float distance, bool stopAtFirstHit)
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{
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if (triangles.Empty())
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return false;
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@@ -311,7 +311,7 @@ namespace Game.Collision
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RootWMOID = 0;
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}
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public bool IntersectRay(Ray ray, ref float distance, bool stopAtFirstHit)
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public override bool IntersectRay(Ray ray, ref float distance, bool stopAtFirstHit)
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{
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// small M2 workaround, maybe better make separate class with virtual intersection funcs
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// in any case, there's no need to use a bound tree if we only have one submodel
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