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https://github.com/ACreTeam/ac-decomp
synced 2026-06-03 10:01:10 -04:00
Fix mCoBG_GetBgY_OnlyCenter_FromWpos
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@@ -174,7 +174,7 @@ extern f32 mCoBG_GetBgY_AngleS_FromWpos(s_xyz* angle_to_ground, xyz_t wpos, f32
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extern f32 mCoBG_GetShadowBgY_AngleS_FromWpos(f32, s_xyz*, xyz_t);
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extern int mCoBG_CheckWaterAttribute_OutOfSea(u32 attribute);
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extern int mCoBG_CheckHole_OrgAttr(u32 attribute);
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extern f32 mCoBG_GetBgY_OnlyCenter_FromWpos(f32 dist, xyz_t* wpos);
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extern f32 mCoBG_GetBgY_OnlyCenter_FromWpos(xyz_t wpos, f32 dist);
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extern f32 mCoBG_GetBgY_OnlyCenter_FromWpos2(xyz_t wpos, f32 foot_dist);
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extern int mCoBG_Attribute2CheckPlant(u32 attribute, const xyz_t* wpos);
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extern void mCoBG_BgCheckControll(xyz_t* reverse_pos, ACTOR* actor, f32 check_range, f32 offset_y, s16 wall_attr_check, s16 no_reverse, s16 check_type);
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@@ -49,9 +49,7 @@ void Ef_Room_Sunshine_actor_ct(ACTOR* actor, GAME* game){
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sunshine->actor_class.world.position.x -= 1.0f;
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}
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pos = sunshine->actor_class.world.position;
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sunshine->actor_class.world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos(0.0f, &pos);
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sunshine->actor_class.world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos(sunshine->actor_class.world.position, 0.0f);
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sunshine->actor_class.scale.x = 1.0f;
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sunshine->actor_class.scale.y = 1.0f;
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@@ -64,15 +62,13 @@ void Ef_Room_Sunshine_actor_ct(ACTOR* actor, GAME* game){
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sunshine->actor_class.mv_proc = Ef_Room_SunshineL_actor_move;
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sunshine->actor_class.dw_proc = Ef_Room_SunshineL_actor_draw;
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sunshine->actor_class.world.position.x += 5.0f;
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pos2 = sunshine->actor_class.world.position;
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sunshine->actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(0.0f, &pos2);
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sunshine->actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(sunshine->actor_class.world.position, 0.0f);
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sunshine->actor_class.world.position.x -= 6.0f;
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break;
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case 3:
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sunshine->actor_class.world.position.x -= 5.0f;
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pos3 = sunshine->actor_class.world.position;
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sunshine->actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(0.0f, &pos3);
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sunshine->actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(sunshine->actor_class.world.position, 0.0f);
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sunshine->actor_class.world.position.x += 6.0f;
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break;
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}
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@@ -47,10 +47,8 @@ void Ef_Room_Sunshine_Minsect_actor_ct(ACTOR* actor, GAME* game){
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else{
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minsect->ef_sunshine_class.actor_class.world.position.x -= 1.0f;
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}
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pos = minsect->ef_sunshine_class.actor_class.world.position;
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minsect->ef_sunshine_class.actor_class.world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos(0.0f, &pos);
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minsect->ef_sunshine_class.actor_class.world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos(minsect->ef_sunshine_class.actor_class.world.position, 0.0f);
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minsect->ef_sunshine_class.actor_class.scale.x = 0.01f;
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minsect->ef_sunshine_class.actor_class.scale.y = 0.01f;
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@@ -46,9 +46,7 @@ void Ef_Room_Sunshine_Museum_actor_ct(ACTOR* actor, GAME* game){
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museum->ef_sunshine_class.actor_class.world.position.x -= 1.0f;
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}
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pos = museum->ef_sunshine_class.actor_class.world.position;
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museum->ef_sunshine_class.actor_class.world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos(0.0f, &pos);
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museum->ef_sunshine_class.actor_class.world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos(museum->ef_sunshine_class.actor_class.world.position, 0.0f);
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museum->ef_sunshine_class.actor_class.scale.x = 0.01f;
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museum->ef_sunshine_class.actor_class.scale.y = 0.01f;
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@@ -61,15 +59,13 @@ void Ef_Room_Sunshine_Museum_actor_ct(ACTOR* actor, GAME* game){
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museum->ef_sunshine_class.actor_class.mv_proc = Ef_Room_Sunshine_MuseumL_actor_move;
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museum->ef_sunshine_class.actor_class.dw_proc = Ef_Room_Sunshine_MuseumL_actor_draw;
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museum->ef_sunshine_class.actor_class.world.position.x += 5.0f;
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pos2 = museum->ef_sunshine_class.actor_class.world.position;
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museum->ef_sunshine_class.actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(0.0f, &pos2) - 40.0f;
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museum->ef_sunshine_class.actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(museum->ef_sunshine_class.actor_class.world.position, 0.0f) - 40.0f;
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museum->ef_sunshine_class.actor_class.world.position.x -= 6.0f;
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break;
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case 3:
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museum->ef_sunshine_class.actor_class.world.position.x -= 5.0f;
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pos3 = museum->ef_sunshine_class.actor_class.world.position;
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museum->ef_sunshine_class.actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(0.0f, &pos3) - 40.0f;
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museum->ef_sunshine_class.actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(pos3 = museum->ef_sunshine_class.actor_class.world.position, 0.0f) - 40.0f;
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museum->ef_sunshine_class.actor_class.world.position.x += 6.0f;
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break;
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}
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@@ -45,9 +45,7 @@ void Ef_Room_Sunshine_Police_actor_ct(ACTOR* actor, GAME* game){
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police->ef_sunshine_class.actor_class.world.position.x -= 1.0f;
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}
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pos = police->ef_sunshine_class.actor_class.world.position;
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police->ef_sunshine_class.actor_class.world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos(0.0f, &pos);
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police->ef_sunshine_class.actor_class.world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos(police->ef_sunshine_class.actor_class.world.position, 0.0f);
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police->ef_sunshine_class.actor_class.scale.x = 0.01f;
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police->ef_sunshine_class.actor_class.scale.y = 0.01f;
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@@ -60,15 +58,13 @@ void Ef_Room_Sunshine_Police_actor_ct(ACTOR* actor, GAME* game){
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police->ef_sunshine_class.actor_class.mv_proc = Ef_Room_Sunshine_PoliceL_actor_move;
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police->ef_sunshine_class.actor_class.dw_proc = Ef_Room_Sunshine_PoliceL_actor_draw;
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police->ef_sunshine_class.actor_class.world.position.x += 5.0f;
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pos2 = police->ef_sunshine_class.actor_class.world.position;
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police->ef_sunshine_class.actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(0.0f, &pos2) - 40.0f;
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police->ef_sunshine_class.actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(police->ef_sunshine_class.actor_class.world.position, 0.0f) - 40.0f;
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police->ef_sunshine_class.actor_class.world.position.x -= 6.0f;
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break;
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case 3:
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police->ef_sunshine_class.actor_class.world.position.x -= 5.0f;
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pos3 = police->ef_sunshine_class.actor_class.world.position;
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police->ef_sunshine_class.actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(0.0f, &pos3) - 40.0f;
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police->ef_sunshine_class.actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(police->ef_sunshine_class.actor_class.world.position, 0.0f) - 40.0f;
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police->ef_sunshine_class.actor_class.world.position.x += 6.0f;
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break;
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}
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@@ -46,10 +46,8 @@ void Ef_Room_Sunshine_Posthouse_actor_ct(ACTOR* actor, GAME* game){
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else{
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posthouse->ef_sunshine_class.actor_class.world.position.x -= 1.0f;
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}
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pos = posthouse->ef_sunshine_class.actor_class.world.position;
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posthouse->ef_sunshine_class.actor_class.world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos(0.0f, &pos);
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posthouse->ef_sunshine_class.actor_class.world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos(posthouse->ef_sunshine_class.actor_class.world.position, 0.0f);
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posthouse->ef_sunshine_class.actor_class.scale.x = 0.05f;
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posthouse->ef_sunshine_class.actor_class.scale.y = 0.05f;
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@@ -62,15 +60,13 @@ void Ef_Room_Sunshine_Posthouse_actor_ct(ACTOR* actor, GAME* game){
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posthouse->ef_sunshine_class.actor_class.mv_proc = Ef_Room_Sunshine_PosthouseL_actor_move;
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posthouse->ef_sunshine_class.actor_class.dw_proc = Ef_Room_Sunshine_PosthouseL_actor_draw;
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posthouse->ef_sunshine_class.actor_class.world.position.x += 5.0f;
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pos2 = posthouse->ef_sunshine_class.actor_class.world.position;
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posthouse->ef_sunshine_class.actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(0.0f, &pos2);
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posthouse->ef_sunshine_class.actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(posthouse->ef_sunshine_class.actor_class.world.position, 0.0f);
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posthouse->ef_sunshine_class.actor_class.world.position.x -= 6.0f;
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break;
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case 3:
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posthouse->ef_sunshine_class.actor_class.world.position.x -= 5.0f;
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pos3 = posthouse->ef_sunshine_class.actor_class.world.position;
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posthouse->ef_sunshine_class.actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(0.0f, &pos3);
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posthouse->ef_sunshine_class.actor_class.world.position.y = 1.0f + mCoBG_GetBgY_OnlyCenter_FromWpos(posthouse->ef_sunshine_class.actor_class.world.position, 0.0f);
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posthouse->ef_sunshine_class.actor_class.world.position.x += 6.0f;
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break;
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}
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