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ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits.
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@@ -80,7 +80,7 @@ int PhysicsDirectSpaceStateSW::intersect_point(const Vector3 &p_point, ShapeResu
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continue;
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r_results[cc].collider_id = col_obj->get_instance_id();
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if (r_results[cc].collider_id != 0)
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if (r_results[cc].collider_id.is_valid())
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r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
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else
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r_results[cc].collider = NULL;
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@@ -159,7 +159,7 @@ bool PhysicsDirectSpaceStateSW::intersect_ray(const Vector3 &p_from, const Vecto
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return false;
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r_result.collider_id = res_obj->get_instance_id();
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if (r_result.collider_id != 0)
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if (r_result.collider_id.is_valid())
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r_result.collider = ObjectDB::get_instance(r_result.collider_id);
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else
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r_result.collider = NULL;
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@@ -208,7 +208,7 @@ int PhysicsDirectSpaceStateSW::intersect_shape(const RID &p_shape, const Transfo
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if (r_results) {
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r_results[cc].collider_id = col_obj->get_instance_id();
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if (r_results[cc].collider_id != 0)
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if (r_results[cc].collider_id.is_valid())
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r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
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else
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r_results[cc].collider = NULL;
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@@ -705,7 +705,7 @@ bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Ve
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//but is it right? who knows at this point..
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if (r_result) {
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r_result->collider_id = 0;
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r_result->collider_id = ObjectID();
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r_result->collider_shape = 0;
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}
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AABB body_aabb;
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