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Add triangle flip bit for collision geometry
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@@ -653,7 +653,7 @@ bool CMetroidAreaCollider::SphereCollisionCheck(const CAreaOctTree& octTree, con
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bool CMetroidAreaCollider::MovingAABoxCollisionCheck_BoxVertexTri(const CCollisionSurface& surf, const zeus::CAABox& aabb,
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const rstl::reserved_vector<u32, 8>& vertIndices,
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const zeus::CVector3f& dir, double& d,
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zeus::CVector3f& normal, zeus::CVector3f& point)
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zeus::CVector3f& normalOut, zeus::CVector3f& pointOut)
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{
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bool ret = false;
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for (u32 idx : vertIndices)
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@@ -661,8 +661,8 @@ bool CMetroidAreaCollider::MovingAABoxCollisionCheck_BoxVertexTri(const CCollisi
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zeus::CVector3f point = aabb.getPoint(idx);
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if (CollisionUtil::RayTriangleIntersection_Double(point, dir, surf.GetVerts(), d))
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{
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point = float(d) * dir + point;
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normal = surf.GetNormal();
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pointOut = float(d) * dir + point;
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normalOut = surf.GetNormal();
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ret = true;
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}
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}
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