#ifndef RAGNAROK_SOURCE_CONTENTS_WORLD_WORLDOCCLUSION_H #define RAGNAROK_SOURCE_CONTENTS_WORLD_WORLDOCCLUSION_H struct WorldSpatialTree; class GroundGeometry; void MarkWorldOcclusionRay(const float* ray, float actorLimit, float groundLimit, WorldSpatialTree& root, GroundGeometry& ground, bool markGround); void MarkScreenWorldOcclusion( int screenX, int screenY, float rendererScale, const float* origin, const float* cameraMatrix, float playerHeight, float cameraHeight, WorldSpatialTree& root, GroundGeometry& ground, bool markGround ); #endif