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Update RnQueryShapeAttr_t (#372)
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@@ -301,7 +301,8 @@ public:
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m_nHierarchyIds[0] = 0;
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m_nHierarchyIds[1] = 0;
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m_nIncludedDetailLayers = -1;
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m_nTargetDetailLayer = 0;
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m_nObjectSetMask = RNQUERY_OBJECTS_ALL;
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m_nCollisionGroup = COLLISION_GROUP_ALWAYS;
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@@ -339,6 +340,8 @@ public:
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uint32 m_nEntityIdsToIgnore[2]; // this is the ID of the game entity which should be ignored
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uint32 m_nOwnerIdsToIgnore[2]; // this is the ID of the owner of the game entity which should be ignored
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uint16 m_nHierarchyIds[2]; // this is an ID for the hierarchy of game entities (used to disable collision among objects in a hierarchy)
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uint16 m_nIncludedDetailLayers; // which detail layers the query can interact with, eg. can the query interact with the target's layer?
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uint8 m_nTargetDetailLayer; // which detail layer the query is on, eg. can the target interact with the query's layer?
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uint8 m_nObjectSetMask; // set of RnQueryObjectSet bits
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uint8 m_nCollisionGroup; // one of the registered collision groups
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