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-rw-r--r--src/KingSystem/Physics/RigidBody/physRigidBodyMotionEntity.cpp12
1 files changed, 2 insertions, 10 deletions
diff --git a/src/KingSystem/Physics/RigidBody/physRigidBodyMotionEntity.cpp b/src/KingSystem/Physics/RigidBody/physRigidBodyMotionEntity.cpp
index 3be3e533..9820d86b 100644
--- a/src/KingSystem/Physics/RigidBody/physRigidBodyMotionEntity.cpp
+++ b/src/KingSystem/Physics/RigidBody/physRigidBodyMotionEntity.cpp
@@ -300,14 +300,6 @@ float RigidBodyMotionEntity::getMassInv() const {
return mMotion->getMassInv();
}
-static inline float max3(float a, float b, float c) {
- return sead::Mathf::max(c, a > b ? a : b);
-}
-
-static inline float min3(float a, float b, float c) {
- return sead::Mathf::min(a < b ? a : b, c);
-}
-
void RigidBodyMotionEntity::setInertiaLocal(const sead::Vector3f& inertia) {
if (mBody->isCharacterControllerType())
return;
@@ -317,8 +309,8 @@ void RigidBodyMotionEntity::setInertiaLocal(const sead::Vector3f& inertia) {
return;
}
- const float max = max3(inertia.x, inertia.y, inertia.z);
- const float min = min3(inertia.x, inertia.y, inertia.z);
+ const float max = sead::Mathf::max3(inertia.x, inertia.y, inertia.z);
+ const float min = sead::Mathf::min3(inertia.x, inertia.y, inertia.z);
const float threshold = max * 0.8f;
bool need_to_recreate_motion = false;