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CCollision done and fixes
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@ -2239,7 +2239,7 @@ CVehicle::DoSunGlare(void)
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int a2 = colmodel->triangles[i+1].a;
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int b2 = colmodel->triangles[i+1].b;
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int c2 = colmodel->triangles[i+1].c;
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CVector vert1 = colmodel->vertices[a1];
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CVector vert1 = colmodel->vertices[a1].Get();
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CVector vert4;
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// Need an upward surface
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if(vert1.z <= 0.0f)
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@ -2250,23 +2250,23 @@ CVehicle::DoSunGlare(void)
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if(a2 != a1 && a2 != b1 && a2 != c1){
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// a2 is not in tri1
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numTri2Verts++;
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vert4 = colmodel->vertices[a2];
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vert4 = colmodel->vertices[a2].Get();
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}
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if(b2 != a1 && b2 != b1 && b2 != c1){
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// b2 is not in tri1
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numTri2Verts++;
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vert4 = colmodel->vertices[b2];
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vert4 = colmodel->vertices[b2].Get();
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}
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if(c2 != a1 && c2 != b1 && c2 != c1){
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// c2 is not in tri1
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numTri2Verts++;
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vert4 = colmodel->vertices[c2];
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vert4 = colmodel->vertices[c2].Get();
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}
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// Need exactly one vertex from tri2 for a quad with tri1
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if(numTri2Verts != 1)
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continue;
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CVector mid = (vert1 + colmodel->vertices[b1] + colmodel->vertices[c1] + vert4)/4.0f;
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CVector mid = (vert1 + colmodel->vertices[b1].Get() + colmodel->vertices[c1].Get() + vert4)/4.0f;
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float dy = mid.y - vert1.y;
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float dx = mid.x - vert1.x;
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float dist = 1.4f * Min(Abs(dx), Abs(dy));
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