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- bool IsVisible ( fb::Vec3* src, fb::Vec3* end )
- {
- fb::ClientGameContext* GameContext = fb::ClientGameContext::Singleton ();
- if ( !POINTERCHK(GameContext) || !src || !end )
- return false;
- if ( !POINTERCHK(GameContext->m_level) )
- return false;
- fb::HavokPhysicsManager* HavokManager = GameContext->m_level->m_PhysicsManager;
- if ( !POINTERCHK(HavokManager) )
- return false;
- fb::IPhysicsRayCaster* RayCaster = HavokManager->m_rayCaster;
- if ( !POINTERCHK(RayCaster) )
- return false;
- fb::RayCastHit ray;
- __declspec ( align ( 16 ) ) fb::Vec3 from = *src;
- __declspec ( align ( 16 ) ) fb::Vec3 to = *end;
- bool ret = !RayCaster->physicsRayQuery ( "OnGroundState::update", &from, &to, &ray, fb::DontCheckWater | fb::DontCheckRagdoll | fb::DontCheckCharacter | fb::DontCheckPhantoms, 0 );
- return ret;
- }
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