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hub / github.com/OGSR/OGSR-Engine / DoCharacterShellCollide

Method DoCharacterShellCollide

ogsr_engine/xrGame/CharacterPhysicsSupport.cpp:613–622  ·  view source on GitHub ↗

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611 m_eState = esDead;
612}
613bool CCharacterPhysicsSupport::DoCharacterShellCollide()
614{
615 if (m_eType == etStalker)
616 {
617 CAI_Stalker* OBJ = smart_cast<CAI_Stalker*>(&m_EntityAlife);
618 VERIFY(OBJ);
619 return !OBJ->wounded();
620 }
621 return true;
622}
623void CCharacterPhysicsSupport::CollisionCorrectObjPos(const Fvector& start_from, bool character_create /*=false*/)
624{
625 Fvector shift;

Callers

nothing calls this directly

Calls 1

woundedMethod · 0.45

Tested by

no test coverage detected