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fix a stupid bug in line/sphere collision code (was using sqrt where it shouldn't)
author
havoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 7 Oct 2005 12:56:54 +0000
(12:56 +0000)
committer
havoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 7 Oct 2005 12:56:54 +0000
(12:56 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5731
d7cf8633
-e32d-0410-b094-
e92efae38249
collision.c
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diff --git
a/collision.c
b/collision.c
index
30f4d76
..
4dc31a9
100644
(file)
--- a/
collision.c
+++ b/
collision.c
@@
-1097,7
+1097,7
@@
float Collision_ClipTrace_Line_Sphere(double *linestart, double *lineend, double
if (deviationdist > sphereradius*sphereradius)
return 1; // miss (off to the side)
// nudge back to find the correct impact distance
- impactdist +=
(sqrt(deviationdist) - sphereradius)
;
+ impactdist +=
deviationdist - sphereradius
;
if (impactdist >= linelength)
return 1; // miss (not close enough)
if (impactdist < 0)