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use CollisionEntry.get_all()
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@ -267,13 +267,8 @@ collision_tested(const CollisionEntry &entry, bool detected) {
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if (entry.has_surface_point()) {
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if (entry.has_surface_point()) {
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CollisionPoint p;
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CollisionPoint p;
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p._surface_point = entry.get_surface_point(entry.get_into_node_path());
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entry.get_all(entry.get_into_node_path(),
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if (entry.has_surface_normal()) {
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p._surface_point, p._surface_normal, p._interior_point);
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p._surface_normal = entry.get_surface_normal(entry.get_into_node_path());
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} else {
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p._surface_normal = LVector3f::zero();
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}
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p._interior_point = entry.get_interior_point(entry.get_into_node_path());
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viz_info._points.push_back(p);
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viz_info._points.push_back(p);
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}
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}
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