Core/Vmap: Fix vmaps not getting floor on gameobjects
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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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