Two more touchpoints that were causing ambiguous symbol errors
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@@ -1386,7 +1386,7 @@ inline bool CCamera::IsPointVisible(const Vec3& p) const
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// return values
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// CULL_EXCLUSION = sphere outside of frustum (very fast rejection-test)
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// CULL_INTERSECT = sphere and frustum intersects or sphere in completely inside frustum
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inline bool CCamera::IsSphereVisible_F(const Sphere& s) const
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inline bool CCamera::IsSphereVisible_F(const ::Sphere& s) const
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{
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if ((m_fp[0] | s.center) > s.radius)
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{
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@@ -1427,7 +1427,7 @@ inline bool CCamera::IsSphereVisible_F(const Sphere& s) const
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// CULL_EXCLUSION = sphere outside of frustum (very fast rejection-test)
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// CULL_INTERSECT = sphere intersects the borders of the frustum, further checks necessary
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// CULL_INCLUSION = sphere is complete inside the frustum, no further checks necessary
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inline uint8 CCamera::IsSphereVisible_FH(const Sphere& s) const
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inline uint8 CCamera::IsSphereVisible_FH(const ::Sphere& s) const
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{
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f32 nc, rc, lc, tc, bc, cc;
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if ((nc = m_fp[0] | s.center) > s.radius)
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@@ -109,7 +109,7 @@ struct NavigationBlocker
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, costMultMod(0)
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, radialDecay(false) {AZ_Assert(false, "Should never get called"); }
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Sphere sphere;
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::Sphere sphere;
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bool radialDecay;
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bool directional;
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