style cleanup: comment blocks
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@@ -464,7 +464,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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if (objprop->m_dyna && !objprop->m_angular_rigidbody)
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{
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/*
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#if 0
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//setting the inertia could achieve similar results to constraint the up
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//but it is prone to instability, so use special 'Angular' constraint
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btVector3 inertia = physicscontroller->GetRigidBody()->getInvInertiaDiagLocal();
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@@ -473,7 +473,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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physicscontroller->GetRigidBody()->setInvInertiaDiagLocal(inertia);
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physicscontroller->GetRigidBody()->updateInertiaTensor();
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*/
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#endif
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//env->createConstraint(physicscontroller,0,PHY_ANGULAR_CONSTRAINT,0,0,0,0,0,1);
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