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Fix for collision issues with scaled players
Players scaled after their creation have collision issues with terrain. Changing this bit of code fixes those issues for downsized players, even when shrunk to 10% of their original size.
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1 changed files with 3 additions and 3 deletions
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@ -4659,9 +4659,9 @@ Point3F Player::_move( const F32 travelTime, Collision *outCol )
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}
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Point3F distance = end - start;
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if (mFabs(distance.x) < mObjBox.len_x() &&
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mFabs(distance.y) < mObjBox.len_y() &&
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mFabs(distance.z) < mObjBox.len_z())
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if (mFabs(distance.x) < mScaledBox.len_x() &&
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mFabs(distance.y) < mScaledBox.len_y() &&
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mFabs(distance.z) < mScaledBox.len_z())
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{
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// We can potentially early out of this. If there are no polys in the clipped polylist at our
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// end position, then we can bail, and just set start = end;
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