Make quads collide only on one side
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assets/sound/vo/aperture_ai/03_part1_entry-1.sox
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assets/sound/vo/aperture_ai/03_part1_entry-1.sox
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-c 1 -r 22050
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assets/sound/vo/aperture_ai/03_part1_entry-2.sox
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assets/sound/vo/aperture_ai/03_part1_entry-2.sox
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-c 1 -r 22050
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@ -149,6 +149,11 @@ void collisionObjectCollideWithQuadSwept(struct CollisionObject* object, struct
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return;
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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;
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}
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int touchingPortals = collisionSceneIsTouchingPortal(&result.contactA, &result.normal);
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if (touchingPortals) {
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