avoid conflicts when using a unity build (single cpp file including many other cpp)
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@@ -65,7 +65,7 @@ inline int getIslandId(const btPersistentManifold* lhs)
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return islandId;
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}
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SIMD_FORCE_INLINE int btGetConstraintIslandId(const btTypedConstraint* lhs)
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SIMD_FORCE_INLINE int btGetConstraintIslandId1(const btTypedConstraint* lhs)
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{
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const btCollisionObject& rcolObj0 = lhs->getRigidBodyA();
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const btCollisionObject& rcolObj1 = lhs->getRigidBodyB();
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@@ -452,7 +452,7 @@ void btSimulationIslandManagerMt::addConstraintsToIslands(btAlignedObjectArray<b
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btTypedConstraint* constraint = constraints[i];
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if (constraint->isEnabled())
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{
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int islandId = btGetConstraintIslandId(constraint);
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int islandId = btGetConstraintIslandId1(constraint);
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// if island is not sleeping,
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if (Island* island = getIsland(islandId))
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{
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