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Use more TRUNCF_BINANG for f32 -> s16 casts (#1503)
* TRUNCF_BINANG * brackets * extra cast
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@@ -3570,17 +3570,17 @@ s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32*
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continue;
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}
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bgActor->boundingSphere.radius += (s16)radius;
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bgActor->boundingSphere.radius += TRUNCF_BINANG(radius);
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r = bgActor->boundingSphere.radius;
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dx = bgActor->boundingSphere.center.x - resultPos.x;
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dz = bgActor->boundingSphere.center.z - resultPos.z;
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if ((SQ(r) < SQ(dx) + SQ(dz)) || (!Math3D_XYInSphere(&bgActor->boundingSphere, resultPos.x, resultPos.y) &&
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!Math3D_YZInSphere(&bgActor->boundingSphere, resultPos.y, resultPos.z))) {
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bgActor->boundingSphere.radius -= (s16)radius;
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bgActor->boundingSphere.radius -= TRUNCF_BINANG(radius);
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continue;
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}
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bgActor->boundingSphere.radius -= (s16)radius;
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bgActor->boundingSphere.radius -= TRUNCF_BINANG(radius);
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if (BgCheck_SphVsDynaWallInBgActor(colCtx, xpFlags, &colCtx->dyna,
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&(colCtx->dyna.bgActors + i)->dynaLookup.wall, outX, outZ, outPoly, outBgId,
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&resultPos, radius, i, actor)) {
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