Removed unused code.
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@ -669,13 +669,6 @@ void btKart::updateSuspension(btScalar deltaTime)
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btScalar length_diff = (susp_length - current_length);
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if(m_kart->getKartProperties()->getSuspensionExpSpringResponse())
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length_diff *= fabsf(length_diff)/susp_length;
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float f = (1.0f + fabsf(length_diff) / susp_length);
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// Scale the length diff. This results that in uphill sections, when
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// the suspension is more compressed (i.e. length is bigger), more
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// force is used, which makes it much less likely for the kart to hit
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// the terrain, while when driving on flat terrain (length small),
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// there is hardly any difference
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//length_diff *= f*f;
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force = wheel_info.m_suspensionStiffness * length_diff
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* wheel_info.m_clippedInvContactDotSuspension;
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