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@ -293,7 +293,7 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar
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axis /= sqrtf(1.0f - qDot * qDot);
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// compute the angle we will resolve for this dt, but don't overshoot
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float angle = (2.0f * acosf(qDot));
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float angle = 2.0f * acosf(qDot);
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if ( dt < _followTimeRemaining) {
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angle *= dt / _followTimeRemaining;
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}
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