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For now, don't perform avatar collisions unless we have a skeleton model.
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@ -1060,6 +1060,11 @@ void MyAvatar::updateAvatarCollisions(float deltaTime) {
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// detect collisions with other avatars and respond
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// detect collisions with other avatars and respond
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void MyAvatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime) {
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void MyAvatar::applyCollisionWithOtherAvatar(Avatar * otherAvatar, float deltaTime) {
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// for now, don't collide if we have a new skeleton
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if (_skeletonModel.isActive()) {
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return;
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}
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glm::vec3 bodyPushForce = glm::vec3(0.0f, 0.0f, 0.0f);
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glm::vec3 bodyPushForce = glm::vec3(0.0f, 0.0f, 0.0f);
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// loop through the body balls of each avatar to check for every possible collision
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// loop through the body balls of each avatar to check for every possible collision
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