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@@ -160,11 +160,11 @@ real_t VehicleWheel3D::get_suspension_rest_length() const {
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}
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void VehicleWheel3D::set_suspension_travel(real_t p_length) {
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- m_maxSuspensionTravelCm = p_length / 0.01;
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+ m_maxSuspensionTravel = p_length;
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}
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real_t VehicleWheel3D::get_suspension_travel() const {
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- return m_maxSuspensionTravelCm * 0.01;
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+ return m_maxSuspensionTravel;
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}
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void VehicleWheel3D::set_suspension_stiffness(real_t p_value) {
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@@ -429,8 +429,8 @@ real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState3D *s) {
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wheel.m_raycastInfo.m_suspensionLength = hitDistance - wheel.m_wheelRadius;
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//clamp on max suspension travel
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- real_t minSuspensionLength = wheel.m_suspensionRestLength - wheel.m_maxSuspensionTravelCm * real_t(0.01);
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- real_t maxSuspensionLength = wheel.m_suspensionRestLength + wheel.m_maxSuspensionTravelCm * real_t(0.01);
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+ real_t minSuspensionLength = wheel.m_suspensionRestLength - wheel.m_maxSuspensionTravel;
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+ real_t maxSuspensionLength = wheel.m_suspensionRestLength + wheel.m_maxSuspensionTravel;
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if (wheel.m_raycastInfo.m_suspensionLength < minSuspensionLength) {
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wheel.m_raycastInfo.m_suspensionLength = minSuspensionLength;
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}
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