Shader linking i guess
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@@ -40,6 +40,8 @@ struct CastResult_t
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float m_fTime;
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// 0 to lenght
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float m_fDistance;
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Vector m_vNormal;
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};
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enum EPhysicsBodyType
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@@ -65,6 +67,8 @@ public:
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virtual void SetGravityScale( float fScale ) = 0;
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};
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typedef bool (*fnCheckCast)( HCollider hCollider );
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abstract_class IPhysicsWorld
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{
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public:
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@@ -75,8 +79,8 @@ public:
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virtual void SetGravity( float fGravity ) = 0;
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virtual CastResult_t RayCast( Vector vBegin, Vector vEnd ) = 0;
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virtual CastResult_t ShapeCast( HShape hShape, Quat vOrientation, Vector vBegin, Vector vEnd ) = 0;
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virtual CastResult_t RayCast( Vector vBegin, Vector vEnd, fnCheckCast check ) = 0;
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virtual CastResult_t ShapeCast( HShape hShape, Quat vOrientation, Vector vBegin, Vector vEnd, fnCheckCast check ) = 0;
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};
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