Speed up the physics engine: hook the SOLID broad phase, so we can either reject...
[blender.git] / source / gameengine / Ketsji / KX_RaySensor.cpp
index 04f57bb754b4f39f1098e4aa196b0802f9f9d100..c60b2171cab3650543dc847a41452b7b1196107e 100644 (file)
@@ -195,7 +195,7 @@ bool KX_RaySensor::Evaluate(CValue* event)
                if (hitObj)
                {
        
-                       KX_ClientObjectInfo* info = (KX_ClientObjectInfo*)hitObj->getClientObject();
+                       KX_ClientObjectInfo* info = static_cast<KX_ClientObjectInfo*>(hitObj->getClientObject());
                        bool bFound = false;
                        
                        if (!info)
@@ -205,7 +205,7 @@ bool KX_RaySensor::Evaluate(CValue* event)
                                break;
                        } 
                        
-                       SCA_IObject *hitgameobj = (SCA_IObject*)info->m_clientobject;
+                       SCA_IObject *hitgameobj = info->m_gameobject;
                        
                        if (hitgameobj == obj || info->m_type > KX_ClientObjectInfo::ACTOR)
                        {