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Fix for crash when CollisionList gets full.
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@ -16,7 +16,7 @@ CollisionList::CollisionList(int maxSize) :
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CollisionInfo* CollisionList::getNewCollision() {
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// return pointer to existing CollisionInfo, or NULL of list is full
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return (_size < _maxSize) ? &(_collisions[++_size]) : NULL;
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return (_size < _maxSize) ? &(_collisions[_size++]) : NULL;
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}
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CollisionInfo* CollisionList::getCollision(int index) {
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