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Fix collide_shape return type
Fix PhysicsDirectSpaceState3D::_collide_shape return type. Also PhysicsDirectSpaceState2D::_collide_shape.
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@@ -409,17 +409,17 @@ Vector<real_t> PhysicsDirectSpaceState2D::_cast_motion(const Ref<PhysicsShapeQue
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return ret;
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}
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TypedArray<PackedVector2Array> PhysicsDirectSpaceState2D::_collide_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results) {
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ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array());
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TypedArray<Vector2> PhysicsDirectSpaceState2D::_collide_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results) {
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ERR_FAIL_COND_V(!p_shape_query.is_valid(), TypedArray<Vector2>());
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Vector<Vector2> ret;
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ret.resize(p_max_results * 2);
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int rc = 0;
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bool res = collide_shape(p_shape_query->get_parameters(), ret.ptrw(), p_max_results, rc);
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if (!res) {
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return TypedArray<PackedVector2Array>();
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return TypedArray<Vector2>();
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}
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TypedArray<PackedVector2Array> r;
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TypedArray<Vector2> r;
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r.resize(rc * 2);
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for (int i = 0; i < rc * 2; i++) {
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r[i] = ret[i];
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