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Mar 28th, 2017
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  1. if (mPhysicsWorld)
  2. hit = mPhysicsWorld->castRay(oldPosition, newPosition, &rInfo, Point3F(newPosition - oldPosition) * mDataBlock->impactForce);
  3. else
  4. {
  5. hit = getContainer()->castRay(oldPosition, newPosition, dynamicCollisionMask | staticCollisionMask, &rInfo);
  6. if (hit)
  7. {
  8. TSStatic* shape = dynamic_cast<TSStatic*>(rInfo.object);
  9. if (shape && shape->getDecalType() == TSStatic::VisibleMesh)
  10. hit = getContainer()->castRayRendered(oldPosition, newPosition, dynamicCollisionMask | staticCollisionMask, &rInfo);
  11. }
  12. }
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