Fix marker placement over game objects with terrain-only re-raycast
When cursor hits an object (hitType=2), re-call WorldIntersectionTest with flags=0 to get terrain position behind it. Replaces the GUID-based unit position lookup which failed for GOs (no movement struct).
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@@ -37,12 +37,15 @@ pub const FN_DECREMENT_REFCOUNT: usize = 0x007103a0;
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pub const PTR_WORLD_FRAME: usize = 0x00B4B2BC;
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pub const FN_UPDATE_HIT_TEST: usize = 0x00481F00;
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pub const FN_WORLD_INTERSECTION_TEST: usize = 0x00480DF0;
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pub const WF_HIT_TYPE: usize = 0x350;
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pub const WF_HIT_GUID: usize = 0x358;
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pub const WF_HIT_TERRAIN_X: usize = 0x360;
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pub const WF_HIT_TERRAIN_Y: usize = 0x364;
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pub const WF_HIT_TERRAIN_Z: usize = 0x368;
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pub const WF_RAY_START: usize = 0x370;
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pub const WF_RAY_END: usize = 0x37C;
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// =============================================================================
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// Per-frame world update
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