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rigid body on rigid body reactions
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@ -1230,8 +1230,15 @@ bool RigidShape::resolveCollision(Rigid& ns,CollisionList& cList)
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// Apply impulses to the rigid body to keep it from
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// penetrating the surface.
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ns.resolveCollision(cList[i].point,
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cList[i].normal);
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if (c.object->getTypeMask() & VehicleObjectType)
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{
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RigidShape* otherRigid = dynamic_cast<RigidShape*>(c.object);
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if (otherRigid)
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ns.resolveCollision(cList[i].point, cList[i].normal, &otherRigid->mRigid);
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else
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ns.resolveCollision(cList[i].point, cList[i].normal);
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}
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else ns.resolveCollision(cList[i].point, cList[i].normal);
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collided = true;
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// Keep track of objects we collide with
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@ -188,7 +188,6 @@ class RigidShape: public ShapeBase
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CollisionList mCollisionList;
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CollisionList mContacts;
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Rigid mRigid;
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ShapeBaseConvex mConvex;
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S32 restCount;
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@ -233,6 +232,7 @@ class RigidShape: public ShapeBase
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public:
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// Test code...
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static ClippedPolyList* sPolyList;
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Rigid mRigid;
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//
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RigidShape();
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@ -189,7 +189,6 @@ class Vehicle : public RigidShape
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CollisionList mCollisionList;
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CollisionList mContacts;
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Rigid mRigid;
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ShapeBaseConvex mConvex;
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S32 restCount;
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