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| author | Ray <[email protected]> | 2019-05-09 16:10:55 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-05-09 16:10:55 +0200 |
| commit | a2ed65aa1461addee7093d92ca80615d607e926b (patch) | |
| tree | 1b669fc39d1434d68b9f1cb17cd153a5108ffcb6 /src | |
| parent | 46bac0ba2c4e00eae12c6070e2c028244be75c75 (diff) | |
| download | raylib-a2ed65aa1461addee7093d92ca80615d607e926b.tar.gz raylib-a2ed65aa1461addee7093d92ca80615d607e926b.zip | |
Make code a bit clearer for beginners
Diffstat (limited to 'src')
| -rw-r--r-- | src/models.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/models.c b/src/models.c index 3f809f8d..6af33116 100644 --- a/src/models.c +++ b/src/models.c @@ -2487,7 +2487,7 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa */ // Check for distances squared to avoid sqrtf() - collision = (Vector3DotProduct(Vector3Subtract(centerB, centerA), Vector3Subtract(centerB, centerA)) <= (radiusA + radiusB)*(radiusA + radiusB)); + if (Vector3DotProduct(Vector3Subtract(centerB, centerA), Vector3Subtract(centerB, centerA)) <= (radiusA + radiusB)*(radiusA + radiusB)) collision = true; return collision; } |
