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Make evaluate_collision_players_palm_tree better (#667)
This matches just the same as before, but using those two casts instead of shifts seems more likely to be accurate to the original source code Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
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@@ -564,8 +564,7 @@ void evaluate_collision_players_palm_trees(void) {
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s32 index;
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for (index = 0; index < 4; index++){
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// wtf is up with the << 0x18 >> 0x18? is it some weird type conversion? just use & 0xFF have the same effect to keep 8 first bit
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if (((gPlayers[index].type & 0xC000) != 0) && (((get_surface_type(gPlayers[index].collision.meshIndexZX) << 24) >> 24) == GRASS)) {
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if (((gPlayers[index].type & 0xC000) != 0) && ((s8)(u8)get_surface_type(gPlayers[index].collision.meshIndexZX) == GRASS)) {
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evaluate_collision_player_palm_trees(&gPlayers[index]);
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}
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}
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