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Update collide.cpp
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@ -2683,7 +2683,7 @@ short GetNearestLedgeAngle(ITEM_INFO* item, COLL_INFO* coll, float& dist)
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// Debug probe point
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// g_Renderer.addDebugSphere(Vector3(fpX, y, fpZ), 16, Vector4(0, 1, 0, 1), RENDERER_DEBUG_PAGE::LOGIC_STATS);
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// Get true room number and block, based on current Y position
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// Get true room number and block, based on derived height
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room = GetRoom(item->location, fpX, height, fpZ).roomNumber;
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block = GetCollisionResult(fpX, height, fpZ, room).Block;
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