Fix Nomals after #160
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@ -260,15 +260,23 @@ voxel* Chunks::rayCast(glm::vec3 start,
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: def->modelBoxes;
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}
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scalar_t distance;
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scalar_t distance = maxDist;
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Ray ray(start, dir);
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bool hit = false;
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for (const auto& box : hitboxes) {
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if (ray.intersectAABB(iend, box, maxDist, norm, distance) > RayRelation::None) {
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scalar_t boxDistance;
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glm::ivec3 boxNorm;
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if (ray.intersectAABB(iend, box, maxDist, boxNorm, boxDistance) > RayRelation::None && boxDistance < distance) {
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hit = true;
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distance = boxDistance;
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norm = boxNorm;
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end = start + (dir * glm::vec3(distance));
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return voxel;
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}
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}
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if (hit) return voxel;
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} else {
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iend.x = ix;
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iend.y = iy;
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