mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-06-07 03:17:25 -04:00
ac_ball link
This commit is contained in:
+98
-96
@@ -16,7 +16,7 @@ void CollisionCheck_workTrisElemCenter(ClObjTrisElem_c* tri, xyz_t* vec)
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(1.0f / 3.0f);
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}
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int ClObj_ct(GAME_PLAY* play, ClObj_c* cl)
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int ClObj_ct(GAME* game, ClObj_c* cl)
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{
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static ClObj_c clobj_default = {NULL, NULL, 0, 0, 3};
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@@ -25,12 +25,12 @@ int ClObj_ct(GAME_PLAY* play, ClObj_c* cl)
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return 1;
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}
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int ClObj_dt(GAME_PLAY*, ClObj_c*)
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int ClObj_dt(GAME*, ClObj_c*)
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{
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return 1;
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}
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int ClObj_set4(GAME_PLAY*, ClObj_c* cl, ACTOR* actor, ClObjData_c* data)
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int ClObj_set4(GAME*, ClObj_c* cl, ACTOR* actor, ClObjData_c* data)
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{
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cl->owner_actor = actor;
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@@ -41,7 +41,7 @@ int ClObj_set4(GAME_PLAY*, ClObj_c* cl, ACTOR* actor, ClObjData_c* data)
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return 1;
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}
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void ClObj_OCClear(GAME_PLAY *, ClObj_c* cl)
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void ClObj_OCClear(GAME *, ClObj_c* cl)
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{
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cl->collision_flags0 &= ~2;
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@@ -65,37 +65,37 @@ int ClObjElem_set(ClObjElem_c* elem, ClObjElemData_c* data)
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return 1;
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}
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void ClObjElem_OCClear(GAME_PLAY*, ClObjElem_c* elem)
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void ClObjElem_OCClear(GAME*, ClObjElem_c* elem)
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{
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elem->flags &= ~2;
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}
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int ClObjJntSphElem_OCClear(GAME_PLAY* play, ClObjJntSphElem_c* col)
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int ClObjJntSphElem_OCClear(GAME* game, ClObjJntSphElem_c* col)
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{
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ClObjElem_OCClear(play, &col->element);
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GAME_PLAY* play = (GAME_PLAY*)game;
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ClObjElem_OCClear(game, &col->element);
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return 1;
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}
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int ClObjJntSph_OCClear(GAME_PLAY* play, ClObj_c* cl)
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int ClObjJntSph_OCClear(GAME* game, ClObj_c* cl)
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{
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GAME_PLAY* play = (GAME_PLAY*)game;
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ClObjJntSph_c* jntsph = (ClObjJntSph_c*)cl;
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ClObjJntSphElem_c* elem;
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ClObj_OCClear(play, &jntsph->collision_obj);
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ClObj_OCClear(game, &jntsph->collision_obj);
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for (elem = jntsph->elements; elem < &jntsph->elements[jntsph->count]; elem++)
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{
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ClObjJntSphElem_OCClear(play, elem);
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ClObjJntSphElem_OCClear(game, elem);
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}
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return 1;
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}
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int ClObjPipeAttr_ct(GAME_PLAY* play, ClObjPipeAttr_c* attribute)
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int ClObjPipeAttr_ct(GAME* game, ClObjPipeAttr_c* attribute)
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{
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static ClObjPipeAttr_c default_pipe_attr = {0, 0, 0};
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@@ -105,13 +105,13 @@ int ClObjPipeAttr_ct(GAME_PLAY* play, ClObjPipeAttr_c* attribute)
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return 1;
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}
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int ClObjPipeAttr_dt(GAME_PLAY*, ClObjPipeAttr_c*)
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int ClObjPipeAttr_dt(GAME*, ClObjPipeAttr_c*)
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{
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return 1;
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}
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int ClObjPipeAttr_set(GAME_PLAY* play, ClObjPipeAttr_c* dst, ClObjPipeAttr_c* src)
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int ClObjPipeAttr_set(GAME* game, ClObjPipeAttr_c* dst, ClObjPipeAttr_c* src)
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{
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*dst = *src;
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@@ -119,47 +119,47 @@ int ClObjPipeAttr_set(GAME_PLAY* play, ClObjPipeAttr_c* dst, ClObjPipeAttr_c* sr
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return 1;
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}
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int ClObjPipe_ct(GAME_PLAY* play, ClObjPipe_c* pipe)
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int ClObjPipe_ct(GAME* game, ClObjPipe_c* pipe)
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{
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ClObj_ct(play, &pipe->collision_obj);
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GAME_PLAY* play = (GAME_PLAY*)game;
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ClObj_ct(game, &pipe->collision_obj);
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ClObjElem_ct(&pipe->element);
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ClObjPipeAttr_ct(play, &pipe->attribute);
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ClObjPipeAttr_ct(game, &pipe->attribute);
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return 1;
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}
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int ClObjPipe_dt(GAME_PLAY* play, ClObjPipe_c* pipe)
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int ClObjPipe_dt(GAME* game, ClObjPipe_c* pipe)
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{
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ClObj_dt(play, &pipe->collision_obj);
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ClObjPipeAttr_dt(play, &pipe->attribute);
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GAME_PLAY* play = (GAME_PLAY*)game;
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ClObj_dt(game, &pipe->collision_obj);
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ClObjPipeAttr_dt(game, &pipe->attribute);
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return 1;
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}
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int ClObjPipe_set5(GAME_PLAY* play, ClObjPipe_c* pipe, ACTOR* owner, ClObjPipeData_c* data)
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int ClObjPipe_set5(GAME* game, ClObjPipe_c* pipe, ACTOR* owner, ClObjPipeData_c* data)
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{
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ClObj_set4(play, &pipe->collision_obj, owner, &data->collision_data);
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GAME_PLAY* play = (GAME_PLAY*)game;
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ClObj_set4(game, &pipe->collision_obj, owner, &data->collision_data);
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ClObjElem_set(&pipe->element, &data->element_data);
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ClObjPipeAttr_set(play, &pipe->attribute, (ClObjPipeAttr_c *)&data->attribute_data);
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ClObjPipeAttr_set(game, &pipe->attribute, (ClObjPipeAttr_c *)&data->attribute_data);
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return 1;
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}
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int ClObjPipe_OCClear(GAME_PLAY* play, ClObj_c* cl)
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int ClObjPipe_OCClear(GAME* game, ClObj_c* cl)
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{
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GAME_PLAY* play = (GAME_PLAY*)game;
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ClObjPipe_c* pipe = (ClObjPipe_c *)cl;
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ClObj_OCClear(play, &pipe->collision_obj);
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ClObjElem_OCClear(play, &pipe->element);
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ClObj_OCClear(game, &pipe->collision_obj);
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ClObjElem_OCClear(game, &pipe->element);
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return 1;
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}
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int ClObjTrisElemAttr_ct(GAME_PLAY *play, ClObjTrisElemAttr_c *tris)
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int ClObjTrisElemAttr_ct(GAME* game, ClObjTrisElemAttr_c *tris)
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{
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static ClObjTrisElemAttr_c default_clobjtriselem_attr = {
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@@ -170,13 +170,13 @@ int ClObjTrisElemAttr_ct(GAME_PLAY *play, ClObjTrisElemAttr_c *tris)
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return 1;
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}
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int ClObjTrisElemAttr_dt(GAME_PLAY *play, ClObjTrisElemAttr_c *tris)
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int ClObjTrisElemAttr_dt(GAME* game, ClObjTrisElemAttr_c *tris)
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{
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return 1;
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}
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int ClObjTrisElemAttr_set(GAME_PLAY* play, ClObjTrisElemAttr_c* tris, ClObjTrisElemAttrData_c* data)
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int ClObjTrisElemAttr_set(GAME* game, ClObjTrisElemAttr_c* tris, ClObjTrisElemAttrData_c* data)
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{
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xyz_t* dst;
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@@ -197,60 +197,60 @@ int ClObjTrisElemAttr_set(GAME_PLAY* play, ClObjTrisElemAttr_c* tris, ClObjTrisE
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return 1;
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}
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int ClObjTrisElem_ct(GAME_PLAY* play, ClObjTrisElem_c* tris)
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int ClObjTrisElem_ct(GAME* game, ClObjTrisElem_c* tris)
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{
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GAME_PLAY* play = (GAME_PLAY*)game;
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ClObjElem_ct(&tris->element);
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ClObjTrisElemAttr_ct(play, &tris->attribute);
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ClObjTrisElemAttr_ct(game, &tris->attribute);
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return 1;
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}
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int ClObjTrisElem_dt(GAME_PLAY* play, ClObjTrisElem_c* tris)
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int ClObjTrisElem_dt(GAME* game, ClObjTrisElem_c* tris)
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{
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ClObjTrisElemAttr_dt(play, &tris->attribute);
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GAME_PLAY* play = (GAME_PLAY*)game;
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ClObjTrisElemAttr_dt(game, &tris->attribute);
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return 1;
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}
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int ClObjTrisElem_set(GAME_PLAY* play, ClObjTrisElem_c* tris, ClObjTrisElemData_c* data)
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int ClObjTrisElem_set(GAME* game, ClObjTrisElem_c* tris, ClObjTrisElemData_c* data)
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{
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GAME_PLAY* play = (GAME_PLAY*)game;
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ClObjElem_set(&tris->element, &data->element);
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ClObjTrisElemAttr_set(play, &tris->attribute, &data->data);
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ClObjTrisElemAttr_set(game, &tris->attribute, &data->data);
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return 1;
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}
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int ClObjTrisElem_OCClear(GAME_PLAY* play, ClObjTrisElem_c* tris)
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int ClObjTrisElem_OCClear(GAME* game, ClObjTrisElem_c* tris)
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{
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ClObjElem_OCClear(play, &tris->element);
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GAME_PLAY* play = (GAME_PLAY*)game;
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ClObjElem_OCClear(game, &tris->element);
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return 1;
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}
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int ClObjTris_ct(GAME_PLAY* play, ClObjTris_c* tris)
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int ClObjTris_ct(GAME* game, ClObjTris_c* tris)
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{
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ClObj_ct(play, &tris->collision_obj);
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GAME_PLAY* play = (GAME_PLAY*)game;
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ClObj_ct(game, &tris->collision_obj);
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tris->count = 0;
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tris->elements = NULL;
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return 1;
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}
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int ClObjTris_dt_nzf(GAME_PLAY *play, ClObjTris_c *tris)
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int ClObjTris_dt_nzf(GAME* game, ClObjTris_c *tris)
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{
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GAME_PLAY* play = (GAME_PLAY*)game;
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ClObjTrisElem_c *element;
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ClObj_dt(play, &tris->collision_obj);
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ClObj_dt(game, &tris->collision_obj);
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for (element = tris->elements; element < &tris->elements[tris->count]; element++)
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{
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ClObjTrisElem_dt(play, element);
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ClObjTrisElem_dt(game, element);
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}
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tris->count = 0;
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tris->elements = NULL;
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@@ -258,14 +258,14 @@ int ClObjTris_dt_nzf(GAME_PLAY *play, ClObjTris_c *tris)
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return 1;
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}
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int ClObjTris_set5_nzm(GAME_PLAY* play, ClObjTris_c* tris, ACTOR* actor, ClObjTrisData_c* data,
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int ClObjTris_set5_nzm(GAME* game, ClObjTris_c* tris, ACTOR* actor, ClObjTrisData_c* data,
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ClObjTrisElem_c *elem)
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{
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GAME_PLAY* play = (GAME_PLAY*)game;
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ClObjTrisElem_c* element;
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ClObjTrisElemData_c* elementData;
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ClObj_set4(play, &tris->collision_obj, actor, &data->data);
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ClObj_set4(game, &tris->collision_obj, actor, &data->data);
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tris->count = data->count;
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tris->elements = elem;
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@@ -273,40 +273,42 @@ int ClObjTris_set5_nzm(GAME_PLAY* play, ClObjTris_c* tris, ACTOR* actor, ClObjTr
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for (element = tris->elements, elementData = data->elem_data;
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element < &tris->elements[tris->count]; element++, elementData++)
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{
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ClObjTrisElem_ct(play, element);
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ClObjTrisElem_set(play, element, elementData);
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ClObjTrisElem_ct(game, element);
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ClObjTrisElem_set(game, element, elementData);
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}
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return 1;
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}
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int ClObjTris_OCClear(GAME_PLAY* play, ClObj_c* cl)
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int ClObjTris_OCClear(GAME* game, ClObj_c* cl)
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{
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GAME_PLAY* play = (GAME_PLAY*)game;
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ClObjTris_c* tris = (ClObjTris_c*)cl;
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ClObjTrisElem_c* element;
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ClObj_OCClear(play, &tris->collision_obj);
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ClObj_OCClear(game, &tris->collision_obj);
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for (element = tris->elements; element < &tris->elements[tris->count]; element++)
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{
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ClObjTrisElem_OCClear(play, element);
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ClObjTrisElem_OCClear(game, element);
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}
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return 1;
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}
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void CollisionCheck_ct(GAME_PLAY* play, CollisionCheck_c* col)
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void CollisionCheck_ct(GAME* game, CollisionCheck_c* col)
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{
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GAME_PLAY* play = (GAME_PLAY*)game;
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col->flags = 0;
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CollisionCheck_clear(play, col);
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CollisionCheck_clear(game, col);
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}
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void CollisionCheck_dt(GAME_PLAY* play, CollisionCheck_c* col)
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void CollisionCheck_dt(GAME* game, CollisionCheck_c* col)
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{
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}
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void CollisionCheck_clear(GAME_PLAY* play, CollisionCheck_c* col)
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void CollisionCheck_clear(GAME* game, CollisionCheck_c* col)
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{
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ClObj_c** clp;
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@@ -350,9 +352,9 @@ CollisionOCClear OCCClearFunctionTable[ClObj_TYPE_NUM] = {
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NULL, NULL, ClObjTris_OCCClear};
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int CollisionCheck_setOC(GAME_PLAY* play, CollisionCheck_c* col, ClObj_c* cl)
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int CollisionCheck_setOC(GAME* game, CollisionCheck_c* col, ClObj_c* cl)
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{
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GAME_PLAY* play = (GAME_PLAY*)game;
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int ret;
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if (_Game_play_isPause(play) == 1)
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@@ -361,7 +363,7 @@ int CollisionCheck_setOC(GAME_PLAY* play, CollisionCheck_c* col, ClObj_c* cl)
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}
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else
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{
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OCClearFunctionTable[cl->collision_type](play, cl);
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OCClearFunctionTable[cl->collision_type](game, cl);
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if ((cl->owner_actor != NULL) && (cl->owner_actor->mv_proc == NULL))
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{
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@@ -553,7 +555,7 @@ void CollisionCheck_setOC_HitInfo(ClObj_c* col1, ClObjElem_c* colelem1, xyz_t* p
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}
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}
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void CollisionCheck_OC_JntSph_Vs_JntSph(GAME_PLAY* play, CollisionCheck_c* check, ClObj_c* col1,
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void CollisionCheck_OC_JntSph_Vs_JntSph(GAME* game, CollisionCheck_c* check, ClObj_c* col1,
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ClObj_c* col2)
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{
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@@ -599,7 +601,7 @@ void CollisionCheck_OC_JntSph_Vs_JntSph(GAME_PLAY* play, CollisionCheck_c* check
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}
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}
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void CollisionCheck_OC_JntSph_Vs_Pipe(GAME_PLAY* play, CollisionCheck_c* check, ClObj_c* col1,
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void CollisionCheck_OC_JntSph_Vs_Pipe(GAME* game, CollisionCheck_c* check, ClObj_c* col1,
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ClObj_c* col2)
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{
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@@ -639,14 +641,14 @@ void CollisionCheck_OC_JntSph_Vs_Pipe(GAME_PLAY* play, CollisionCheck_c* check,
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}
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}
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void CollisionCheck_OC_Pipe_Vs_JntSph(GAME_PLAY* play, CollisionCheck_c* colcheck, ClObj_c* col1,
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void CollisionCheck_OC_Pipe_Vs_JntSph(GAME* game, CollisionCheck_c* colcheck, ClObj_c* col1,
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ClObj_c* col2)
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{
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CollisionCheck_OC_JntSph_Vs_Pipe(play, colcheck, col2, col1);
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GAME_PLAY* play = (GAME_PLAY*)game;
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CollisionCheck_OC_JntSph_Vs_Pipe(game, colcheck, col2, col1);
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}
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void CollisionCheck_OC_Pipe_Vs_Pipe(GAME_PLAY* play, CollisionCheck_c* colcheck, ClObj_c* col1,
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void CollisionCheck_OC_Pipe_Vs_Pipe(GAME* game, CollisionCheck_c* colcheck, ClObj_c* col1,
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ClObj_c* col2)
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{
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@@ -697,9 +699,9 @@ int CollisionCheck_Check2ClObjNoOC(ClObj_c* col1, ClObj_c* col2)
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void CollisionCheck_OC(GAME_PLAY* play, CollisionCheck_c* colcheck)
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void CollisionCheck_OC(GAME* game, CollisionCheck_c* colcheck)
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{
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GAME_PLAY* play = (GAME_PLAY*)game;
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ClObj_c** col1p;
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ClObj_c** col2p;
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CollisionOCFunction current;
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@@ -727,13 +729,13 @@ void CollisionCheck_OC(GAME_PLAY* play, CollisionCheck_c* colcheck)
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continue;
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}
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current(play, colcheck, *col1p, *col2p);
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current(game, colcheck, *col1p, *col2p);
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}
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}
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CollisionCheck_OCC(play, colcheck);
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CollisionCheck_OCC(game, colcheck);
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}
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||||
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void CollisionCheck_setOCC_HitInfo(GAME_PLAY* play, ClObj_c* col1, ClObjTrisElem_c* elem1, xyz_t* pos1,
|
||||
void CollisionCheck_setOCC_HitInfo(GAME* game, ClObj_c* col1, ClObjTrisElem_c* elem1, xyz_t* pos1,
|
||||
ClObj_c* col2, ClObjElem_c* elem2, xyz_t* pos2, xyz_t* pos3)
|
||||
{
|
||||
|
||||
@@ -746,10 +748,10 @@ void CollisionCheck_setOCC_HitInfo(GAME_PLAY* play, ClObj_c* col1, ClObjTrisElem
|
||||
}
|
||||
|
||||
|
||||
void CollisionCheck_OCC_Tris_Vs_JntSph(GAME_PLAY* play, CollisionCheck_c* colcheck, ClObjTris_c* tris,
|
||||
void CollisionCheck_OCC_Tris_Vs_JntSph(GAME* game, CollisionCheck_c* colcheck, ClObjTris_c* tris,
|
||||
ClObjJntSph_c* jntsph)
|
||||
{
|
||||
|
||||
GAME_PLAY* play = (GAME_PLAY*)game;
|
||||
ClObjTrisElem_c* triselem;
|
||||
ClObjJntSphElem_c* jntsphelem;
|
||||
xyz_t pos;
|
||||
@@ -776,7 +778,7 @@ void CollisionCheck_OCC_Tris_Vs_JntSph(GAME_PLAY* play, CollisionCheck_c* colche
|
||||
|
||||
xyz_t_move_s_xyz(&sphpos, &jntsphelem->attribute.s2.center);
|
||||
CollisionCheck_workTrisElemCenter(triselem, &trispos);
|
||||
CollisionCheck_setOCC_HitInfo(play, &tris->collision_obj, triselem, &trispos, &jntsph->collision_obj, &jntsphelem->element,
|
||||
CollisionCheck_setOCC_HitInfo(game, &tris->collision_obj, triselem, &trispos, &jntsph->collision_obj, &jntsphelem->element,
|
||||
&sphpos, &pos);
|
||||
}
|
||||
}
|
||||
@@ -785,9 +787,9 @@ void CollisionCheck_OCC_Tris_Vs_JntSph(GAME_PLAY* play, CollisionCheck_c* colche
|
||||
}
|
||||
|
||||
|
||||
void CollisionCheck_OCC_Tris_Vs_Pipe(GAME_PLAY* play, CollisionCheck_c* colcheck, ClObjTris_c* tris, ClObjPipe_c* pipe)
|
||||
void CollisionCheck_OCC_Tris_Vs_Pipe(GAME* game, CollisionCheck_c* colcheck, ClObjTris_c* tris, ClObjPipe_c* pipe)
|
||||
{
|
||||
|
||||
GAME_PLAY* play = (GAME_PLAY*)game;
|
||||
ClObjTrisElem_c* triselem;
|
||||
xyz_t pos;
|
||||
xyz_t pipepos;
|
||||
@@ -809,7 +811,7 @@ void CollisionCheck_OCC_Tris_Vs_Pipe(GAME_PLAY* play, CollisionCheck_c* colcheck
|
||||
|
||||
CollisionCheck_workTrisElemCenter(triselem, &trispos);
|
||||
xyz_t_move_s_xyz(&pipepos, &pipe->attribute.pipe.center);
|
||||
CollisionCheck_setOCC_HitInfo(play, &tris->collision_obj, triselem, &trispos, &pipe->collision_obj, &pipe->element, &pipepos, &pos);
|
||||
CollisionCheck_setOCC_HitInfo(game, &tris->collision_obj, triselem, &trispos, &pipe->collision_obj, &pipe->element, &pipepos, &pos);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -822,7 +824,7 @@ int CollisionCheck_Check1ClObjNoOCC(ClObj_c* col)
|
||||
return col->collision_flags1 >> 1 & 1 ^ 1;
|
||||
}
|
||||
|
||||
void CollisionCheck_OCC(GAME_PLAY* play, CollisionCheck_c* colcheck)
|
||||
void CollisionCheck_OCC(GAME* game, CollisionCheck_c* colcheck)
|
||||
{
|
||||
|
||||
|
||||
@@ -863,12 +865,12 @@ void CollisionCheck_OCC(GAME_PLAY* play, CollisionCheck_c* colcheck)
|
||||
continue;
|
||||
}
|
||||
|
||||
current(play, colcheck, *col1p, *col2p);
|
||||
current(game, colcheck, *col1p, *col2p);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int ClObjTrisElem_OCCClear(GAME_PLAY* play, ClObjTrisElem_c* triselem)
|
||||
int ClObjTrisElem_OCCClear(GAME* game, ClObjTrisElem_c* triselem)
|
||||
{
|
||||
|
||||
triselem->attribute.t.x = 0.0f;
|
||||
@@ -877,33 +879,33 @@ int ClObjTrisElem_OCCClear(GAME_PLAY* play, ClObjTrisElem_c* triselem)
|
||||
return 1;
|
||||
}
|
||||
|
||||
int ClObj_OCCClear(GAME_PLAY* play, ClObj_c* col)
|
||||
int ClObj_OCCClear(GAME* game, ClObj_c* col)
|
||||
{
|
||||
|
||||
col->collided_actor = NULL;
|
||||
col->collision_flags1 &= ~4;
|
||||
}
|
||||
|
||||
int ClObjTris_OCCClear(GAME_PLAY* play, ClObj_c* col)
|
||||
int ClObjTris_OCCClear(GAME* game, ClObj_c* col)
|
||||
{
|
||||
|
||||
ClObjTris_c* tris = (ClObjTris_c*)col;
|
||||
ClObjTrisElem_c* triselem;
|
||||
|
||||
ClObj_OCCClear(play, &tris->collision_obj);
|
||||
ClObj_OCCClear(game, &tris->collision_obj);
|
||||
|
||||
for (triselem = tris->elements; triselem < &tris->elements[tris->count]; triselem++)
|
||||
{
|
||||
|
||||
ClObjTrisElem_OCCClear(play, triselem);
|
||||
ClObjTrisElem_OCCClear(game, triselem);
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CollisionCheck_setOCC(GAME_PLAY* play, CollisionCheck_c* colcheck, ClObj_c* col)
|
||||
int CollisionCheck_setOCC(GAME* game, CollisionCheck_c* colcheck, ClObj_c* col)
|
||||
{
|
||||
|
||||
GAME_PLAY* play = (GAME_PLAY*)game;
|
||||
int ret;
|
||||
|
||||
if (_Game_play_isPause(play) == 1)
|
||||
@@ -918,7 +920,7 @@ int CollisionCheck_setOCC(GAME_PLAY* play, CollisionCheck_c* colcheck, ClObj_c*
|
||||
return -1;
|
||||
}
|
||||
|
||||
OCCClearFunctionTable[col->collision_type](play, col);
|
||||
OCCClearFunctionTable[col->collision_type](game, col);
|
||||
|
||||
if ((col->owner_actor != NULL) && (col->owner_actor->mv_proc == NULL))
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user