class Actor
{
	void MeleeObject(const kStr &in damageType, const kVec3 &in offset, const float radius)
	{
		float meleeRange = radius * GAME_SCALE;
		kVec3 meleeOrigin = self.GetTransformedVector(offset);
		for actor in awakeActors
		{
			kVec3 actorCenter = actor.Origin();
			actorCenter.z += actor.Height() * 0.5f;
			if (meleeOrigin.Distance(actorCenter) / 2 <= meleeRange + actor.Radius())
			{
				//do damageType to actor
			}
		}
	}
}
