forked from bit/DotRecastNetSim
float[] -> Vector3f
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@ -525,7 +525,7 @@ namespace DotRecast.Recast
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}
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// check intersection with rays starting in rectangle vertices
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float[] point = new float[] { 0, rectangle[1], 0 };
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var point = Vector3f.Of(0, rectangle[1], 0);
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for (int i = 0; i < 4; i++)
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{
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point[0] = ((i & 1) == 0) ? rectangle[0] : rectangle[2];
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