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more clean up
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@ -543,7 +543,7 @@ bool EntityTreeElement::findRayIntersection(const glm::vec3& origin, const glm::
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float distanceToElementDetails = distance;
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float distanceToElementDetails = distance;
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BoxFace localFace;
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BoxFace localFace;
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glm::vec3 localSurfaceNormal;
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glm::vec3 localSurfaceNormal;
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// if the ray doesn't intersect with our cube, we can stop searching!
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// if the ray doesn't intersect with our cube, we can stop searching!
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if (!_cube.findRayIntersection(origin, direction, distanceToElementCube, localFace, localSurfaceNormal)) {
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if (!_cube.findRayIntersection(origin, direction, distanceToElementCube, localFace, localSurfaceNormal)) {
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keepSearching = false; // no point in continuing to search
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keepSearching = false; // no point in continuing to search
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