+ {
+ if (abs (ups[i] - dps[j]) == 1)
+ {
+ merge_possible = false;
+ if (ups[i] > dps[j])
+ close_half_collide = true;
+ else
+ distant_half_collide = true;
+ }
+ else if (ups[i] == dps[j])
+ full_collide = true;
+ else if (ups[i] > dps[0] && ups[i] < dps.top ())
+ merge_possible = false;
+ else if (dps[j] > ups[0] && dps[j] < ups.top ())