Slight tweak to fixCollisionBugsPickBestWall
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@ -2402,7 +2402,7 @@ void mario_update_wall(struct MarioState* m, struct WallCollisionData* wcd) {
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}
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// find the wall that is most "facing away"
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if (vec3f_dist((f32*)&m->wall->normal.x, (f32*)faceAngle) < vec3f_dist((f32*)&wcd->walls[i]->normal.x, (f32*)faceAngle)) {
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if (vec3f_dot((f32*)&m->wall->normal.x, (f32*)faceAngle) > vec3f_dot((f32*)&wcd->walls[i]->normal.x, (f32*)faceAngle)) {
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m->wall = wcd->walls[i];
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}
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}
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