Fix the initial raycast to make it go towards the track.
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@@ -67,7 +67,7 @@ RubberBall::RubberBall(AbstractKart *kart)
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createPhysics(forw_offset, btVector3(0.0f, 0.0f, m_speed*2),
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new btSphereShape(0.5f*m_extend.getY()), -70.0f,
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btVector3(.0f,-70.0f,.0f) /*gravity*/,
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btVector3(.0f,.0f,.0f) /*gravity*/,
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true /*rotates*/);
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// Do not adjust the up velocity
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@@ -97,7 +97,8 @@ RubberBall::RubberBall(AbstractKart *kart)
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// initialises the current graph node
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TrackSector::update(getXYZ());
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TerrainInfo::update(getXYZ());
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Vec3 normal = QuadGraph::get()->getQuadOfNode(getCurrentGraphNode()).getNormal();
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TerrainInfo::update(getXYZ(), -normal);
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initializeControlPoints(m_owner->getXYZ());
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} // RubberBall
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@@ -302,7 +303,7 @@ void RubberBall::init(const XMLNode &node, scene::IMesh *rubberball)
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*/
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bool RubberBall::updateAndDelete(float dt)
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{
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LinearWorld *world = dynamic_cast<LinearWorld*>(World::getWorld());
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LinearWorld *world = dynamic_cast<LinearWorld*>(World::getWorld());
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// FIXME: what does the rubber ball do in case of battle mode??
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if(!world) return true;
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