Remove trailing whitespace and fix mistake in comment
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@ -2480,11 +2480,11 @@ bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, floa
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// Simple way to check for collision, just checking distance between two points
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// Simple way to check for collision, just checking distance between two points
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// Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution
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// Unfortunately, sqrtf() is a costly operation, so we avoid it with following solution
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/*
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/*
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float dx = centerA.x - centerB.x; // X distance between centers
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float dx = centerA.x - centerB.x; // X distance between centers
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float dy = centerA.y - centerB.y; // Y distance between centers
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float dy = centerA.y - centerB.y; // Y distance between centers
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float dz = centerA.z - centerB.z; // Y distance between centers
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float dz = centerA.z - centerB.z; // Z distance between centers
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float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
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float distance = sqrtf(dx*dx + dy*dy + dz*dz); // Distance between centers
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if (distance <= (radiusA + radiusB)) collision = true;
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if (distance <= (radiusA + radiusB)) collision = true;
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*/
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*/
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