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Updated IGameMovement and ICollideable for today's engine update.
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@ -119,9 +119,9 @@ public:
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virtual void DiffPrint( char const *fmt, ... ) = 0;
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// Allows other parts of the engine to find out the normal and ducked player bbox sizes
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virtual Vector const& GetPlayerMins( bool ducked ) const = 0;
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virtual Vector const& GetPlayerMaxs( bool ducked ) const = 0;
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virtual Vector const& GetPlayerViewOffset( bool ducked ) const = 0;
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virtual Vector GetPlayerMins( bool ducked ) const = 0;
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virtual Vector GetPlayerMaxs( bool ducked ) const = 0;
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virtual Vector GetPlayerViewOffset( bool ducked ) const = 0;
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};
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@ -32,8 +32,10 @@ public:
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// These methods return the bounds of an OBB measured in "collision" space
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// which can be retreived through the CollisionToWorldTransform or
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// GetCollisionOrigin/GetCollisionAngles methods
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virtual const Vector& OBBMins( ) const = 0;
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virtual const Vector& OBBMaxs( ) const = 0;
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virtual const Vector& OBBMinsPreScaled() const = 0;
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virtual const Vector& OBBMaxsPreScaled() const = 0;
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virtual const Vector& OBBMins() const = 0;
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virtual const Vector& OBBMaxs() const = 0;
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// Returns the bounds of a world-space box used when the collideable is being traced
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// against as a trigger. It's only valid to call these methods if the solid flags
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