fix sparks from balls passing through portals
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@ -80,7 +80,11 @@ struct ContactManifold* collisionObjectCollideWithQuad(struct CollisionObject* o
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&result
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);
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// quads with a thickness of 0 are one sided
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if (quad->thickness == 0.0f && vector3Dot(&result.normal, &quad->plane.normal) < 0.0f) {
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return SweptCollideResultMiss;
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}
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if (shouldCheckPortals) {
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int touchingPortals = collisionSceneIsTouchingPortal(&result.contactA, &result.normal);
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if (touchingPortals) {
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