float depth = v3_dot( plane, ra->co ) - plane[3],
lambda = vg_clampf( -depth, 0.0f, 1.0f ) * amt;
- v3_muladds( ra->v, plane, lambda * ktimestep, ra->v );
+ v3_muladds( ra->v, plane, lambda * VG_TIMESTEP_FIXED, ra->v );
if( depth < 0.0f )
- v3_muls( ra->v, 1.0f-(drag*ktimestep), ra->v );
+ v3_muls( ra->v, 1.0f-(drag*VG_TIMESTEP_FIXED), ra->v );
}
/*