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TWINE: corrected angle in Collision::checkCollisionWithActors
according to disassembly
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@ -370,7 +370,7 @@ int32 Collision::checkCollisionWithActors(int32 actorIdx) {
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const int32 zRightTest = actorTest->pos.z + actorTest->boudingBox.z.topRight;
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if (xLeft < xRightTest && xRight > xLeftTest && yLeft < yRightTest && yRight > yLeftTest && zLeft < zRightTest && zRight > zLeftTest) {
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_engine->_actor->hitActor(actorIdx, a, actor->strengthOfHit, actor->angle + ANGLE_90);
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_engine->_actor->hitActor(actorIdx, a, actor->strengthOfHit, actor->angle + ANGLE_180);
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actor->dynamicFlags.bIsHitting = 0;
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}
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}
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