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Changing updateAvatarCollisions() to be updateCollisionsWithAvatars()
To agree with names of other similar methods.
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2 changed files with 3 additions and 3 deletions
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@ -225,7 +225,7 @@ void MyAvatar::simulate(float deltaTime) {
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updateCollisionWithVoxels(deltaTime, radius);
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}
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if (_collisionFlags & COLLISION_GROUP_AVATARS) {
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updateAvatarCollisions(deltaTime);
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updateCollisionsWithAvatars(deltaTime);
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}
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}
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@ -970,7 +970,7 @@ public:
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const float DEFAULT_HAND_RADIUS = 0.1f;
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void MyAvatar::updateAvatarCollisions(float deltaTime) {
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void MyAvatar::updateCollisionsWithAvatars(float deltaTime) {
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// Reset detector for nearest avatar
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_distanceToNearestAvatar = std::numeric_limits<float>::max();
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const AvatarHash& avatars = Application::getInstance()->getAvatarManager().getAvatarHash();
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@ -123,7 +123,7 @@ private:
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void renderBody(bool forceRenderHead);
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void updateThrust(float deltaTime);
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void updateHandMovementAndTouching(float deltaTime);
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void updateAvatarCollisions(float deltaTime);
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void updateCollisionsWithAvatars(float deltaTime);
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void updateCollisionWithEnvironment(float deltaTime, float radius);
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void updateCollisionWithVoxels(float deltaTime, float radius);
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void applyHardCollision(const glm::vec3& penetration, float elasticity, float damping);
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