Fix bad clearance logic in cecc1a2f
(cherry picked from commit a1cd73e730
)
Co-authored-by: Jon Evans <jon@craftyjon.com>
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@ -651,11 +651,10 @@ static inline bool Collide( const SHAPE_ARC& aA, const SHAPE_SEGMENT& aB, int aC
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aA.TypeName(),
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aA.TypeName(),
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aB.TypeName() ) );
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aB.TypeName() ) );
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bool rv = aA.Collide( aB.GetSeg(), aClearance + aA.GetWidth() / 2 + aB.GetWidth() / 2,
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bool rv = aA.Collide( aB.GetSeg(), aClearance + aB.GetWidth() / 2, aActual, aLocation );
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aActual, aLocation );
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if( rv && aActual )
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if( rv && aActual )
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*aActual = std::max( 0, *aActual - aA.GetWidth() / 2 );
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*aActual = std::max( 0, *aActual - aB.GetWidth() / 2 );
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return rv;
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return rv;
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}
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}
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