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Fix inconsistencies and typos in argument names
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@@ -116,7 +116,7 @@ bool BulletPhysicsDirectSpaceState::intersect_ray(const Vector3 &p_from, const V
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}
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}
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int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Transform &p_xform, float p_margin, ShapeResult *p_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask) {
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int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Transform &p_xform, float p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask) {
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if (p_result_max <= 0)
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return 0;
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@@ -138,7 +138,7 @@ int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Tra
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collision_object.setCollisionShape(btConvex);
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collision_object.setWorldTransform(bt_xform);
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GodotAllContactResultCallback btQuery(&collision_object, p_results, p_result_max, &p_exclude);
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GodotAllContactResultCallback btQuery(&collision_object, r_results, p_result_max, &p_exclude);
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btQuery.m_collisionFilterGroup = 0;
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btQuery.m_collisionFilterMask = p_collision_mask;
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btQuery.m_closestDistanceThreshold = 0;
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