return false;
Vector normal;
- float c;
+ float c = 0.0;
Vector p1;
Rectf area;
switch(triangle.dir & AATriangle::DEFORM_MASK) {
} else {
if(outvec.x < 0) {
constraints->constrain_right(rect.get_right() + outvec.x, addl_ground_movement.x);
+ constraints->hit.right = true;
} else {
constraints->constrain_left(rect.get_left() + outvec.x, addl_ground_movement.x);
+ constraints->hit.left = true;
}
if(outvec.y < 0) {