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Simple pass over the codebase to standardize the platform types.
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189 changed files with 824 additions and 824 deletions
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@ -893,7 +893,7 @@ void Item::updatePos(const U32 /*mask*/, const F32 dt)
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// Pick the most resistant surface
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F32 bd = 0;
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const Collision* collision = 0;
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for (int c = 0; c < collisionList.getCount(); c++) {
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for (S32 c = 0; c < collisionList.getCount(); c++) {
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const Collision &cp = collisionList[c];
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F32 dot = -mDot(mVelocity,cp.normal);
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if (dot > bd) {
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@ -1204,7 +1204,7 @@ DefineEngineMethod( Item, isRotating, bool, (),,
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return object->isRotating();
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}
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DefineEngineMethod( Item, setCollisionTimeout, bool, (int ignoreColObj),(NULL),
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DefineEngineMethod( Item, setCollisionTimeout, bool, (S32 ignoreColObj),(NULL),
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"@brief Temporarily disable collisions against a specific ShapeBase object.\n\n"
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"This is useful to prevent a player from immediately picking up an Item they have "
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