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authorDragorn421 <Dragorn421@users.noreply.github.com>2025-06-08 01:37:46 +0200
committerGitHub <noreply@github.com>2025-06-07 19:37:46 -0400
commitd3d5898f17ba1177e6f5098a64fa55e5f6279757 (patch)
tree4d970d749c7707ef5eec6636ea2773d80f0a8c8d /src/code/z_actor.c
parentc418bbb19cef7621eed6d8a18e1e4b97c30f8862 (diff)
Update docs/Documenting.md (#1265)
* Update docs/Documenting.md * fix
Diffstat (limited to 'src/code/z_actor.c')
-rw-r--r--src/code/z_actor.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 5a0fe9b1c..dfec9188f 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -3854,7 +3854,7 @@ Actor* Actor_GetProjectileActor(PlayState* play, Actor* refActor, f32 radius) {
actor = actor->next;
} else {
//! @bug The projectile actor gets unsafely casted to a hookshot to check its timer, even though
- // it can also be an arrow.
+ //! it can also be an arrow.
// Luckily, the field at the same offset in the arrow actor is the x component of a vector
// which will rarely ever be 0. So it's very unlikely for this bug to cause an issue.
if ((Math_Vec3f_DistXYZ(&refActor->world.pos, &actor->world.pos) > radius) ||