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Colliders Sync Cylinders (#1709)
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+4
-4
@@ -4789,12 +4789,12 @@ void func_800BE3D0(Actor* actor, s16 angle, Vec3s* arg2) {
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}
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}
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void func_800BE504(Actor* actor, ColliderCylinder* collider) {
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void func_800BE504(Actor* actor, ColliderCylinder* cyl) {
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// Checks if was hit by either DMG_NORMAL_ARROW, DMG_FIRE_ARROW, DMG_ICE_ARROW, DMG_LIGHT_ARROW or DMG_DEKU_BUBBLE
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if ((collider->info.acHitElem->toucher.dmgFlags & (0x10000 | 0x2000 | 0x1000 | 0x800 | 0x20))) {
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actor->world.rot.y = collider->base.ac->shape.rot.y;
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if ((cyl->elem.acHitElem->toucher.dmgFlags & (0x10000 | 0x2000 | 0x1000 | 0x800 | 0x20))) {
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actor->world.rot.y = cyl->base.ac->shape.rot.y;
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} else {
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actor->world.rot.y = Actor_WorldYawTowardActor(collider->base.ac, actor);
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actor->world.rot.y = Actor_WorldYawTowardActor(cyl->base.ac, actor);
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}
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}
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