Make code a bit clearer for beginners
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@ -2487,7 +2487,7 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa
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*/
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// Check for distances squared to avoid sqrtf()
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// Check for distances squared to avoid sqrtf()
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collision = (Vector3DotProduct(Vector3Subtract(centerB, centerA), Vector3Subtract(centerB, centerA)) <= (radiusA + radiusB)*(radiusA + radiusB));
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if (Vector3DotProduct(Vector3Subtract(centerB, centerA), Vector3Subtract(centerB, centerA)) <= (radiusA + radiusB)*(radiusA + radiusB)) collision = true;
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return collision;
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return collision;
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}
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}
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