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Use actor's physics position as a ray origin in tracer
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@ -249,7 +249,7 @@ namespace MWPhysics
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// Check if we actually found a valid spawn point (use an infinitely thin ray this time).
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// Check if we actually found a valid spawn point (use an infinitely thin ray this time).
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// Required for some broken door destinations in Morrowind.esm, where the spawn point
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// Required for some broken door destinations in Morrowind.esm, where the spawn point
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// intersects with other geometry if the actor's base is taken into account
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// intersects with other geometry if the actor's base is taken into account
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btVector3 from = toBullet(position);
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btVector3 from = toBullet(position + offset);
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btVector3 to = from - btVector3(0,0,maxHeight);
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btVector3 to = from - btVector3(0,0,maxHeight);
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btCollisionWorld::ClosestRayResultCallback resultCallback1(from, to);
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btCollisionWorld::ClosestRayResultCallback resultCallback1(from, to);
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