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authorinspectredc <78732756+inspectredc@users.noreply.github.com>2024-05-25 15:53:55 +0100
committerGitHub <noreply@github.com>2024-05-25 09:53:55 -0500
commite2dc6a3fc70a79bb36de0cdaf1e57485e2d7f042 (patch)
tree0678f6818b67ba47ea4fa46bb54782d609982584 /mm/src/code
parent0728eaa53beaee534dafd2c229d39bf0906a61c3 (diff)
@bug sweep (#449)
* bug sweep round 1 * player anim frame bug already handled * format * stick tex and div by 0 * deku stick n64 and nicer swlift fix
Diffstat (limited to 'mm/src/code')
-rw-r--r--mm/src/code/sys_math3d.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/mm/src/code/sys_math3d.c b/mm/src/code/sys_math3d.c
index 3710c1e1e..565dcd463 100644
--- a/mm/src/code/sys_math3d.c
+++ b/mm/src/code/sys_math3d.c
@@ -133,6 +133,8 @@ f32 Math3D_LineClosestToPoint(InfiniteLine* line, Vec3f* pos, Vec3f* closestPoin
if (IS_ZERO(dirMagnitudeSq)) {
Math_Vec3f_Copy(closestPoint, pos);
//! @bug Missing early return
+ // 2S2H [Port] - return early to avoid div by 0!
+ return 0.0f;
}
t = (((pos->x - line->point.x) * line->dir.x) + ((pos->y - line->point.y) * line->dir.y) +