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one more original name
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@ -942,26 +942,26 @@ CEntity *
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CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float radius, CEntity *entityToIgnore,
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bool ignoreSomeObjects)
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{
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static CColModel sphereCol;
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static CColModel OurColModel;
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CColSphere sphere;
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sphereCol.boundingSphere.center.x = 0.0f;
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sphereCol.boundingSphere.center.y = 0.0f;
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sphereCol.boundingSphere.center.z = 0.0f;
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sphereCol.boundingSphere.radius = radius;
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sphereCol.boundingBox.min.x = -radius;
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sphereCol.boundingBox.min.y = -radius;
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sphereCol.boundingBox.min.z = -radius;
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sphereCol.boundingBox.max.x = radius;
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sphereCol.boundingBox.max.y = radius;
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sphereCol.boundingBox.max.z = radius;
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sphereCol.numSpheres = 1;
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OurColModel.boundingSphere.center.x = 0.0f;
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OurColModel.boundingSphere.center.y = 0.0f;
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OurColModel.boundingSphere.center.z = 0.0f;
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OurColModel.boundingSphere.radius = radius;
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OurColModel.boundingBox.min.x = -radius;
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OurColModel.boundingBox.min.y = -radius;
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OurColModel.boundingBox.min.z = -radius;
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OurColModel.boundingBox.max.x = radius;
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OurColModel.boundingBox.max.y = radius;
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OurColModel.boundingBox.max.z = radius;
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OurColModel.numSpheres = 1;
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sphere.Set(radius, CVector(0.0f, 0.0f, 0.0f));
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sphereCol.spheres = &sphere;
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sphereCol.numLines = 0;
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sphereCol.numBoxes = 0;
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sphereCol.numTriangles = 0;
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sphereCol.ownsCollisionVolumes = false;
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OurColModel.spheres = &sphere;
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OurColModel.numLines = 0;
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OurColModel.numBoxes = 0;
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OurColModel.numTriangles = 0;
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OurColModel.ownsCollisionVolumes = false;
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CMatrix sphereMat;
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sphereMat.SetTranslate(spherePos);
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@ -980,7 +980,7 @@ CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float rad
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if(e->GetBoundRadius() + radius > distance) {
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CColModel *eCol = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
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int collidedSpheres =
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CCollision::ProcessColModels(sphereMat, sphereCol, e->GetMatrix(), *eCol,
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CCollision::ProcessColModels(sphereMat, OurColModel, e->GetMatrix(), *eCol,
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gaTempSphereColPoints, nil, nil);
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if(collidedSpheres != 0 ||
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