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ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits.
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@@ -108,7 +108,7 @@ bool BulletPhysicsDirectSpaceState::intersect_ray(const Vector3 &p_from, const V
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r_result.shape = btResult.m_shapeId;
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r_result.rid = gObj->get_self();
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r_result.collider_id = gObj->get_instance_id();
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r_result.collider = 0 == r_result.collider_id ? NULL : ObjectDB::get_instance(r_result.collider_id);
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r_result.collider = r_result.collider_id.is_null() ? NULL : ObjectDB::get_instance(r_result.collider_id);
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} else {
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WARN_PRINT("The raycast performed has hit a collision object that is not part of Godot scene, please check it.");
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}
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