void Interface::CheckAim() {
float dist;
- if (world.Intersection(aim, glm::mat4(1.0f), &aim_chunk, &aim_block, &dist, &aim_normal)) {
+ if (world.Intersection(aim, glm::mat4(1.0f), aim_chunk, aim_block, dist, aim_normal)) {
outline.Clear();
aim_chunk->Type(aim_chunk->BlockAt(aim_block)).FillOutlineModel(outline);
outline_transform = glm::scale(glm::vec3(1.0002f));