Fix code quality issues detected by PVS-Studio
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@@ -1425,61 +1425,54 @@ namespace FlaxEngine
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if (!BoxIntersectsSphere(ref box, ref sphere))
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return ContainmentType.Disjoint;
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float radiussquared = sphere.Radius * sphere.Radius;
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float radiusSquared = sphere.Radius * sphere.Radius;
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vector.X = sphere.Center.X - box.Minimum.X;
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vector.Y = sphere.Center.Y - box.Maximum.Y;
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vector.Z = sphere.Center.Z - box.Maximum.Z;
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if (vector.LengthSquared > radiussquared)
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if (vector.LengthSquared > radiusSquared)
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return ContainmentType.Intersects;
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vector.X = sphere.Center.X - box.Maximum.X;
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vector.Y = sphere.Center.Y - box.Maximum.Y;
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vector.Z = sphere.Center.Z - box.Maximum.Z;
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if (vector.LengthSquared > radiussquared)
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if (vector.LengthSquared > radiusSquared)
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return ContainmentType.Intersects;
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vector.X = sphere.Center.X - box.Maximum.X;
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vector.Y = sphere.Center.Y - box.Minimum.Y;
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vector.Z = sphere.Center.Z - box.Maximum.Z;
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if (vector.LengthSquared > radiussquared)
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if (vector.LengthSquared > radiusSquared)
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return ContainmentType.Intersects;
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vector.X = sphere.Center.X - box.Minimum.X;
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vector.Y = sphere.Center.Y - box.Minimum.Y;
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vector.Z = sphere.Center.Z - box.Maximum.Z;
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if (vector.LengthSquared > radiussquared)
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if (vector.LengthSquared > radiusSquared)
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return ContainmentType.Intersects;
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vector.X = sphere.Center.X - box.Minimum.X;
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vector.Y = sphere.Center.Y - box.Maximum.Y;
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vector.Z = sphere.Center.Z - box.Minimum.Z;
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if (vector.LengthSquared > radiussquared)
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if (vector.LengthSquared > radiusSquared)
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return ContainmentType.Intersects;
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vector.X = sphere.Center.X - box.Maximum.X;
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vector.Y = sphere.Center.Y - box.Maximum.Y;
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vector.Z = sphere.Center.Z - box.Minimum.Z;
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if (vector.LengthSquared > radiussquared)
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if (vector.LengthSquared > radiusSquared)
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return ContainmentType.Intersects;
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vector.X = sphere.Center.X - box.Maximum.X;
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vector.Y = sphere.Center.Y - box.Minimum.Y;
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vector.Z = sphere.Center.Z - box.Minimum.Z;
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if (vector.LengthSquared > radiussquared)
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if (vector.LengthSquared > radiusSquared)
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return ContainmentType.Intersects;
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vector.X = sphere.Center.X - box.Minimum.X;
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vector.Y = sphere.Center.Y - box.Minimum.Y;
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vector.Z = sphere.Center.Z - box.Minimum.Z;
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if (vector.LengthSquared > radiussquared)
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if (vector.LengthSquared > radiusSquared)
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return ContainmentType.Intersects;
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return ContainmentType.Contains;
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