ray_hit *hit, v3f tri[3] );
VG_STATIC int ray_world( world_instance *world,
- v3f pos, v3f dir, ray_hit *hit );
+ v3f pos, v3f dir, ray_hit *hit, u16 ignore );
VG_STATIC int spherecast_world( world_instance *world,
- v3f pa, v3f pb, float r, float *t, v3f n );
+ v3f pa, v3f pb, float r, float *t, v3f n,
+ u16 ignore );
VG_STATIC struct world_surface *world_tri_index_surface( world_instance *world,
u32 index );