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Refactoring {0} to { 0 } to follow conventions (#5519)
Co-authored-by: maiconpintoabreu <maicon@thinkpad02.exads.com>
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@ -183,7 +183,7 @@ int main(void)
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if (showModel) DrawModel(model, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE);
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// Draw the decal models
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for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){0}, 1.0f, WHITE);
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for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){ 0 }, 1.0f, WHITE);
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// If we hit the mesh, draw the box for the decal
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if (collision.hit)
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@ -191,7 +191,7 @@ int main(void)
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Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
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Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){0,1,0});
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placementCube.transform = MatrixInvert(splat);
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DrawModel(placementCube, (Vector3){0}, 1.0f, Fade(WHITE, 0.5f));
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DrawModel(placementCube, (Vector3){ 0 }, 1.0f, Fade(WHITE, 0.5f));
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}
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DrawGrid(10, 10.0f);
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