Changed CheckCollisionPointPolygon to CheckCollisionPointPoly
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@ -1130,7 +1130,7 @@ RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec);
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RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
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RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
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RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
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RLAPI bool CheckCollisionPointPolygon(Vector2 polygon[], int vertexCount, Vector2 point); // Check if point is inside a polygon
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RLAPI bool CheckCollisionPointPolygon(Vector2 point, Vector2 *polygon, int vertexCount); // Check if point is inside a polygon
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RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
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//------------------------------------------------------------------------------------
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@ -1526,7 +1526,7 @@ bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2,
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// Another function from GeeksForGeeks
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// Returns true if the point p lies inside the polygon[] with n vertices
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bool CheckCollisionPointPolygon(Vector2 polygon[], int vertexCount, Vector2 point)
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bool CheckCollisionPointPoly(Vector2 point, Vector2 *polygon, int vertexCount)
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{
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// There must be at least 3 vertices in polygon[]
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if (vertexCount < 3) return false;
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@ -1643,7 +1643,6 @@ static float EaseCubicInOut(float t, float b, float c, float d)
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// Point inside polygon checking code
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// Credit to https://www.geeksforgeeks.org/how-to-check-if-a-given-point-lies-inside-a-polygon/
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#define INF 10000
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// Given three colinear points p, q, r, the function checks if
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// point q lies on line segment 'pr'
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static bool OnSegment(Vector2 p, Vector2 q, Vector2 r)
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