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@ -412,6 +412,7 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
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}
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// Get collision rectangle for two rectangles collision
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// TODO: Depending on rec1 and rec2 order, it fails -> Review!
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Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
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{
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Rectangle retRec = { 0, 0, 0, 0 };
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