Fix HasNonZeroLength name
now 100% more cs compliant
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3d1bd544b0
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@ -64,7 +64,7 @@ int cTracer::SigNum(float a_Num)
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void cTracer::SetValues(const Vector3f & a_Start, const Vector3f & a_Direction)
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void cTracer::SetValues(const Vector3f & a_Start, const Vector3f & a_Direction)
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{
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{
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// Since this method should only be called by Trace, zero length vectors should already have been taken care of
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// Since this method should only be called by Trace, zero length vectors should already have been taken care of
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ASSERT(a_Direction.hasNonZeroLength());
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ASSERT(a_Direction.HasNonZeroLength());
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// calculate the direction of the ray (linear algebra)
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// calculate the direction of the ray (linear algebra)
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dir = a_Direction;
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dir = a_Direction;
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@ -148,7 +148,7 @@ void cTracer::SetValues(const Vector3f & a_Start, const Vector3f & a_Direction)
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bool cTracer::Trace(const Vector3f & a_Start, const Vector3f & a_Direction, int a_Distance, bool a_LineOfSight)
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bool cTracer::Trace(const Vector3f & a_Start, const Vector3f & a_Direction, int a_Distance, bool a_LineOfSight)
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{
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{
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if(!a_Direction.hasNonZeroLength())
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if(!a_Direction.HasNonZeroLength())
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{
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{
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return false;
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return false;
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}
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}
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@ -78,7 +78,7 @@ public:
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);
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);
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}
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}
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inline bool hasNonZeroLength(void) const
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inline bool HasNonZeroLength(void) const
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{
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{
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return ((x != 0) || (y != 0) || (z != 0));
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return ((x != 0) || (y != 0) || (z != 0));
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}
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}
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