//
// Transform into interaction rates
//
- const Float_t crossSection = 0.094e-28; // m^2
+ const Float_t kCrossSection = 0.094e-28; // m^2
Float_t pFlux[5] = {0.2, 0.2, 0.3, 0.3, 1.0};
for (j = 0; j < 5; j++) {
pFlux[j] *= 1.e11/25.e-9;
for (i = 0; i < 21; i++)
{
- fG1[i][j] = fG1[i][j] * crossSection * pFlux[j]; // 1/m/s
- fG2[i][j] = fG2[i][j] * crossSection * pFlux[j]; // 1/m/s
+ fG1[i][j] = fG1[i][j] * kCrossSection * pFlux[j]; // 1/m/s
+ fG2[i][j] = fG2[i][j] * kCrossSection * pFlux[j]; // 1/m/s
}
}