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@@ -153,7 +153,7 @@ GameObjectModel* GameObjectModel::Create(std::unique_ptr<GameObjectModelOwnerBas
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return mdl;
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}
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bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const
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bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask, VMAP::ModelIgnoreFlags ignoreFlags) const
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{
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if (!(phasemask & ph_mask) || !owner->IsSpawned())
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return false;
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@@ -166,7 +166,7 @@ bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool Sto
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Vector3 p = iInvRot * (ray.origin() - iPos) * iInvScale;
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Ray modRay(p, iInvRot * ray.direction());
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float distance = MaxDist * iInvScale;
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bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit);
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bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit, ignoreFlags);
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if (hit)
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{
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distance *= iScale;
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