diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-04-11 12:15:13 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-04-11 12:15:13 +0400 |
commit | b4a0152e76683dfb170c3e2796e15e1b5b67e2ab (patch) | |
tree | 15466a4e658f8fd42d55b9748bbeb6f02c12ba30 /source/gameengine/Ketsji/KX_RayCast.cpp | |
parent | 9ae0523921fa4baeb37bcdd36f208da952f4337f (diff) |
code cleanup: float formatting was confusing in some cases - eg: (0.,0.,0.)
Diffstat (limited to 'source/gameengine/Ketsji/KX_RayCast.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_RayCast.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_RayCast.cpp b/source/gameengine/Ketsji/KX_RayCast.cpp index 29e9fb5bca0..459600f2e34 100644 --- a/source/gameengine/Ketsji/KX_RayCast.cpp +++ b/source/gameengine/Ketsji/KX_RayCast.cpp @@ -103,7 +103,7 @@ bool KX_RayCast::RayTest(PHY_IPhysicsEnvironment* physics_environment, const MT_ // Note that retrieving in a single shot multiple hit points would be possible // but it would require some change in Bullet. prevpoint = callback.m_hitPoint; - /* We add 0.001 of fudge, so that if the margin && radius == 0., we don't endless loop. */ + /* We add 0.001 of fudge, so that if the margin && radius == 0.0, we don't endless loop. */ MT_Scalar marg = 0.001 + hit_controller->GetMargin(); marg *= 2.f; /* Calculate the other side of this object */ |