else
hitloc = nearest;
}
- nearest_x = targ.origin.x + targ.mins.x + random() * targ.size.x;
- nearest_y = targ.origin.y + targ.mins.y + random() * targ.size.y;
- nearest_z = targ.origin.z + targ.mins.z + random() * targ.size.z;
+ nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
+ nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
+ nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
}
nearest = hitloc * (1 / max(1, hits));