Refactoring Cleanup
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@@ -324,7 +324,7 @@ namespace Game.Collision
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public bool GetObjectHitPos(Vector3 pPos1, Vector3 pPos2, out Vector3 pResultHitPos, float pModifyDist)
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{
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bool result = false;
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bool result;
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float maxDist = (pPos2 - pPos1).magnitude();
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// valid map coords should *never ever* produce float overflow, but this would produce NaNs too
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Cypher.Assert(maxDist < float.MaxValue);
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@@ -344,7 +344,7 @@ namespace Game.Collision
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{
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if ((pResultHitPos - pPos1).magnitude() > -pModifyDist)
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{
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pResultHitPos = pResultHitPos + dir * pModifyDist;
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pResultHitPos += dir * pModifyDist;
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}
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else
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{
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@@ -353,7 +353,7 @@ namespace Game.Collision
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}
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else
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{
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pResultHitPos = pResultHitPos + dir * pModifyDist;
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pResultHitPos += dir * pModifyDist;
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}
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result = true;
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}
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