internal void CheckForNearVoxel(uint steps) { var possiblePos = BoundingBoxD.CreateFromSphere(new BoundingSphereD(Position, ((MaxSpeed) * (steps + 1) * StepConst) + Info.ConsumableDef.Const.CollisionSize)); if (MyGamePruningStructure.AnyVoxelMapInBox(ref possiblePos)) { PruneQuery = MyEntityQueryType.Both; } }