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Rough dynamic collision setup (#24)
* Rough collider shape setup * d_a_obj_toD3_stone_figure OK * Cleanup * Cleanup 2
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@@ -26,7 +26,7 @@ void dAcOswMdlCallback_c::timingB(u32 nodeId, nw4r::g3d::WorldMtxManip *manip, n
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}
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static bool isPushableBlock(dAcBase_c *actor) {
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return dBase_c::isActorPlayer(*actor) || actor->profile_name == fProfile::OBJ_PUSH_BLOCK ||
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return actor->isActorPlayer() || actor->profile_name == fProfile::OBJ_PUSH_BLOCK ||
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actor->profile_name == fProfile::OBJ_KIBAKO;
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}
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@@ -34,7 +34,7 @@ void dAcOsw_c::interactCallback(void *unknown, dAcBase_c *actor, dAcObjBase_c *i
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if (!isPushableBlock(interactor)) {
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return;
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}
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dAcPy_c *link = dBase_c::isActorPlayer(*interactor) ? static_cast<dAcPy_c *>(interactor) : nullptr;
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dAcPy_c *link = interactor->isActorPlayer() ? static_cast<dAcPy_c *>(interactor) : nullptr;
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dAcOsw_c *sw = static_cast<dAcOsw_c *>(actor);
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// halp
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