mirror of
https://github.com/zeldaret/botw
synced 2026-06-06 11:37:27 -04:00
572 lines
16 KiB
C++
572 lines
16 KiB
C++
#include "KingSystem/Map/mapObject.h"
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#include "KingSystem/ActorSystem/actActor.h"
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#include "KingSystem/ActorSystem/actBaseProcMgr.h"
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#include "KingSystem/ActorSystem/actInfoData.h"
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#include "KingSystem/GameData/gdtManager.h"
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#include "KingSystem/Graphics/gfxForestRenderer.h"
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#include "KingSystem/Map/mapObjectLink.h"
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#include "KingSystem/Map/mapPlacementMgr.h"
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#include "KingSystem/Map/mapStagePreActorCache.h"
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#include "KingSystem/Terrain/teraSystem.h"
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#include "KingSystem/Utils/Debug.h"
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namespace ksys::map {
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#ifdef NON_MATCHING
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Object::Object() {
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mHardModeFlags.makeAllZero();
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_b = 0xFF;
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_18 = nullptr;
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_20 = nullptr;
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mProc = nullptr;
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mLinkData = nullptr;
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}
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#endif
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Object::~Object() {
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if (mLinkData != nullptr) {
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mLinkData->release(this, true);
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mLinkData = nullptr;
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}
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}
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void Object::free() {
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mId = 0;
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_10 = nullptr;
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_18 = nullptr;
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_20 = nullptr;
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if (mProc)
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mProc = nullptr;
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mFlags0.reset(Flag0::ResetOnFreed);
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mHardModeFlags.reset(HardModeFlag::ActorCreated);
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if (mFlags0.isOn(Flag0::_80000))
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mFlags0.set(Flag0::_40000);
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else
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mFlags0.set(Flag0::_8);
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if (mLinkData)
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mLinkData->field_57 = 0;
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}
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#ifdef NON_MATCHING
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void Object::initData(MubinIter* iter, u8 idx, u32 actor_data_idx, ActorData* data) {
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mActorDataIdx = 0xFFFF;
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mFlags0.makeAllZero();
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mRevivalGameDataFlagHash = gdt::InvalidHandle;
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mId = 0;
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mActorFlags8.makeAllZero();
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mFlags.makeAllZero();
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mIdx = 0;
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mNumLinksPointingToMe = 0;
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mStaticCompoundActorId = -1;
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_18 = nullptr;
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_20 = nullptr;
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_10 = nullptr;
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_50 = nullptr;
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mTraverseDist = 0.0f;
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mTraverseDistInt = 0;
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mHashId = 0;
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mHardModeFlags.makeAllZero();
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_b = 0xFF;
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mProc = nullptr;
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mLinkData = nullptr;
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iter->tryGetFloatArrayByKey(&mTranslate.x, "Translate");
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mMubinIter = *iter;
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u32 hash = 0;
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iter->tryGetParamUIntByKey(&hash, "HashId");
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if (hash == 0)
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hash = 0xFFFFFFFF;
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mHashId = hash;
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mIdx = idx;
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mFlags0.setDirect(Flag0::_8);
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mNumLinksPointingToMe = 0;
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_10 = nullptr;
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_18 = nullptr;
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_20 = nullptr;
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mStaticCompoundActorId = -1;
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mActorDataIdx = actor_data_idx;
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mProc = nullptr;
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mLinkData = nullptr;
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mActorFlags8 = data->mActorFlags8;
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auto* fr = StagePreActorCache::instance()->getForestRenderer();
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if (fr != nullptr) {
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if (fr->x_7(mTranslate) != -1) {
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mFlags0.set(Flag0::_10);
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}
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}
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initRevivalGameDataFlagAndMiscFlags(data, false);
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}
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#endif
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act::BaseProc* Object::tryGetProc(bool force) {
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auto* bpm = act::BaseProcMgr::instance();
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if (bpm == nullptr || !bpm->isHighPriorityThread())
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return nullptr;
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if (mProc == nullptr)
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return nullptr;
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act::BaseProc* result = nullptr;
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if (!mProc->isDeleteOrInvalid())
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result = mProc;
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if (mProc->isDeleteOrInvalid() || force)
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return result;
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if (!mProc->isInit())
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bpm->isAccessingProcSafe(mProc, nullptr);
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return mProc;
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}
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act::Actor* Object::tryGetActor(bool force) {
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auto* proc = tryGetProc(force);
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return sead::DynamicCast<act::Actor>(proc);
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}
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bool Object::getActorWithAccessor(act::ActorLinkConstDataAccess& accessor) {
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act::BaseProcMgr* instance = act::BaseProcMgr::instance();
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if (instance == nullptr || !instance->isHighPriorityThread() || mProc == nullptr)
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return accessor.acquire(nullptr);
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if (!mProc->isDeleteOrInvalid())
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return accessor.acquire(mProc);
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return accessor.acquire(nullptr);
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}
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act::Actor* Object::getActor() {
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return sead::DynamicCast<act::Actor>(mProc);
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}
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void Object::registerBaseProc(act::BaseProc* proc) {
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static const char* sActorStateStrings[4] = {"Init", "Calc", "Sleep", "Delete"};
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if (mProc != nullptr && mProc != proc) {
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sead::FixedSafeString<1000> message;
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message.format("%p (%s:%p:%s) → (%s:%p:%s) \n", this, mProc->getName().cstr(), mProc,
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sActorStateStrings[static_cast<s32>(mProc->getState())],
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proc->getName().cstr(), proc,
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sActorStateStrings[static_cast<s32>(proc->getState())]);
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util::PrintDebug(message);
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}
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setBaseProcDirect(proc);
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mFlags0.set(Flag0::_80);
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mFlags0.reset(Flag0::_80000000);
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mHardModeFlags.set(HardModeFlag::ActorCreated);
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}
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void Object::setBaseProcDirect(act::BaseProc* proc) {
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mProc = proc;
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}
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bool Object::checkActorDataFlag(const PlacementActors* pa, ActorData::Flag flag) const {
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return pa->mActorData[mActorDataIdx].mFlags.isOnBit(flag);
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}
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bool Object::isEnemyOrNpcOrActiveOrMapPassive() const {
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if (mActorFlags8.isOn(ActorFlag8::EnemyOrNpcOrActiveOrAreaOrAirWall))
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return true;
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auto pa = PlacementMgr::instance()->mPlacementActors;
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if (pa == nullptr)
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return false;
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return !checkActorDataFlag(pa, ActorData::Flag::MapPassiveOrFlag1);
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}
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bool Object::isNpcOrActiveOrMapPassiveOrFlag1() const {
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auto actFlags = mActorFlags8;
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if (isFlags8Cleared())
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return true;
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auto pa = PlacementMgr::instance()->mPlacementActors;
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if (pa == nullptr)
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return false;
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if (checkActorDataFlag(pa, ActorData::Flag::_16) ||
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actFlags.isOn(ActorFlag8::EnemyOrNpcOrActiveOrAreaOrAirWall))
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return false;
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return checkActorDataFlag(pa, ActorData::Flag::MapPassiveOrFlag1);
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}
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bool Object::isMapPassive(const PlacementActors* pa) const {
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if (isFlags8Cleared())
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return true;
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if (pa == nullptr)
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return false;
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if (checkActorDataFlag(pa, ActorData::Flag::_16) ||
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mActorFlags8.isOn(ActorFlag8::EnemyOrNpcOrActiveOrAreaOrAirWall))
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return false;
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return checkActorDataFlag(pa, ActorData::Flag::MapPassiveOrFlag1);
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}
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bool Object::isEnemyOrNpc(const PlacementActors* pa) const {
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return checkActorDataFlag(pa, ActorData::Flag::EnemyOrNpc_DisableFlashback);
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}
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bool Object::isFlags8Cleared() const {
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return mActorFlags8.isZero();
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}
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f32 Object::getDispDistance(const ActorData* data, bool get_diameter, u32 unused,
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bool ignore_radius) const {
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if (data->mFlags.isOnBit(ActorData::Flag::TraverseDistReset))
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return 0.0;
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f32 dist = getTraverseDist(data, get_diameter, unused, ignore_radius);
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f32 mult = getDispDistanceMultiplier();
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if (dist > 0.0)
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return dist * mult;
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else
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return 100.0 * mult;
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}
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f32 Object::getDispDistance(const PlacementActors* pa, bool get_diameter,
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bool ignore_radius) const {
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auto* dat = &pa->mActorData[mActorDataIdx];
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return getDispDistance(dat, get_diameter, 0, ignore_radius);
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}
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f32 Object::getDispDistance(bool get_diameter, bool ignore_radius) const {
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auto pa = PlacementMgr::instance()->mPlacementActors;
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return getDispDistance(pa, get_diameter, ignore_radius);
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}
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[[gnu::noinline]] f32 Object::getTraverseDist(const ActorData* data, bool get_diameter, u32,
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bool ignore_radius) const {
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using DFlag = ActorData::Flag;
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f32 dist = 0.0;
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if (mFlags.isOn(Flag::HasTraversePos) && !ignore_radius) {
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mMubinIter.tryGetParamFloatByKey(&dist, "TraverseRadiusXZ");
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if (get_diameter)
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dist = dist * 2;
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}
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// TODO: inline here?
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if (data->mFlags.isOnBit(DFlag::TraverseDistReset))
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return dist + 0.0;
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if (data->mFlags.isOnBit(DFlag::TraverseDist400) ||
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data->mFlags.isOnBit(DFlag::TraverseDist200) ||
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data->mFlags.isOnBit(DFlag::TraverseDist4000) ||
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data->mFlags.isOnBit(DFlag::TraverseDist800))
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return mTraverseDist + dist;
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if (data->mFlags.isOffBit(DFlag::TraverseDist2000))
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return mTraverseDist + dist;
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return mTraverseDist;
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}
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f32 Object::getTraverseDistForLOD() const {
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using DFlag = ActorData::Flag;
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auto* data = &PlacementMgr::instance()->mPlacementActors->mActorData[mActorDataIdx];
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f32 dist = 0.0;
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if (data->mFlags.isOnBit(ActorData::Flag::TraverseDistReset))
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return 0.0;
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if (data->mFlags.isOnBit(ActorData::Flag::TraverseDistReset))
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dist = 0.0;
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else if (data->mFlags.isOnBit(DFlag::TraverseDist400) ||
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data->mFlags.isOnBit(DFlag::TraverseDist200) ||
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data->mFlags.isOnBit(DFlag::TraverseDist4000) ||
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data->mFlags.isOnBit(DFlag::TraverseDist800))
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dist = mTraverseDist + 0.0;
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else if (data->mFlags.isOffBit(DFlag::TraverseDist2000))
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dist = mTraverseDist + 0.0;
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else
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dist = mTraverseDist;
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f32 mult = getDispDistanceMultiplier();
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if (dist > 0.0)
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return dist * mult;
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else
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return 100.0 * mult;
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}
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sead::Vector3f Object::getScale() const {
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sead::Vector3f vec;
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mMubinIter.getScale(&vec);
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return vec;
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}
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const char* Object::getUnitConfigName() const {
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auto* mgr = PlacementMgr::instance();
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if (mgr != nullptr && mgr->mPlacementActors != nullptr)
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return mgr->mPlacementActors->mActorData[mActorDataIdx].mActorName.cstr();
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return getUnitConfigNameFromByaml();
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}
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const char* Object::getUnitConfigNameFromByaml() const {
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const char* result;
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if (!mMubinIter.tryGetParamStringByKey(&result, "UnitConfigName"))
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result = "";
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return result;
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}
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Object* Object::findPlacementLODLinkObject(const PlacementActors*) const {
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if (!mLinkData)
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return nullptr;
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ObjectLink* result = mLinkData->mLinksToSelf.findLinkWithType(MapLinkDefType::PlacementLOD);
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if (result)
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return result->other_obj;
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return nullptr;
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}
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Object* Object::findPlacementLODLinkObject() const {
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if (!mLinkData)
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return nullptr;
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ObjectLink* result = mLinkData->mLinksToSelf.findLinkWithType_0(MapLinkDefType::PlacementLOD);
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if (result)
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return result->other_obj;
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return nullptr;
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}
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const char* Object::getHashIdStringDebug() const {
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return getHashIdStringDebug_0();
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}
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const char* Object::getHashIdStringDebug_0() const {
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act::ActorDebug::HashUnused t;
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const char* terminator;
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if (mMubinIter.tryGetParamUIntByKey(&t.hash, "HashId"))
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terminator = act::ActorDebug::instance()->getNullStr(&t);
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else
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terminator = "";
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return terminator;
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}
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void Object::unlinkProc(bool force) {
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bool set = false;
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auto flag = Flag0::ResetOnUnlinkFailed;
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if (!tera::checkTeraSystemStatus()) {
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auto* thread = sead::ThreadMgr::instance()->getCurrentThread();
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thread->getPriority();
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}
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static_cast<void>(mFlags0.isZero());
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if (force || mFlags0.isOn(Flag0::ActorCreated))
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set = true;
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else if (checkActorDataFlag(PlacementMgr::instance()->mPlacementActors,
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ActorData::Flag::RevivalEnable))
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set = isRevivalGameDataFlagOn();
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if (set)
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flag = Flag0::ResetOnUnlink;
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mFlags0.reset(flag);
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mProc = nullptr;
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}
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bool Object::checkRevivalFlag(ActorData::Flag bit) const {
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if (bit == ActorData::Flag::RevivalEnable || bit == ActorData::Flag::RevivalForUsed ||
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bit == ActorData::Flag::RevivalForDrop) {
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if (getActorData().mFlags.isOffBit(bit))
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return false;
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return isRevivalGameDataFlagOn();
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}
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return false;
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}
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bool Object::isRevivalGameDataFlagOn() const {
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bool x = false;
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gdt::Manager::instance()->getBool(mRevivalGameDataFlagHash, &x, true);
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return x;
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}
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void Object::setRevivalFlagValueIf(ActorData::Flag bit, bool value) {
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if (bit == ActorData::Flag::RevivalEnable || bit == ActorData::Flag::RevivalForUsed ||
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bit == ActorData::Flag::RevivalForDrop) {
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if (getActorData().mFlags.isOnBit(bit)) {
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setRevivalFlagValue(value);
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}
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}
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}
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void Object::setRevivalFlagValue(bool value) {
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gdt::Manager::instance()->setBool(value, mRevivalGameDataFlagHash);
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}
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#ifdef NON_MATCHING
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bool Object::x_18() const {
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act::InfoData::InvalidLifeConditions info;
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const char* s;
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auto* id = act::InfoData::instance();
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if (PlacementMgr::instance() != nullptr &&
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PlacementMgr::instance()->mPlacementActors != nullptr)
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s = PlacementMgr::instance()->mPlacementActors->mActorData[mActorDataIdx].mActorName.cstr();
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else
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s = getUnitConfigNameFromByaml();
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id->getInvalidLifeConditions(s, info);
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sead::Vector3f temp = mTranslate;
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return !id->sub_7100D30DF8(info, temp);
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}
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#endif
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bool Object::setupTargetLinks(Object* src, ObjectLink* link, sead::Heap* heap) {
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if (mNumLinksPointingToMe == 0)
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return false;
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if (mLinkData == nullptr) {
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mLinkData = new (heap) ObjectLinkData();
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if (mLinkData == nullptr)
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return false;
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}
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if (!mLinkData->mLinksToSelf.links.isBufferReady()) {
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if (!mLinkData->allocLinksToSelf(mNumLinksPointingToMe, heap))
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return false;
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}
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return mLinkData->sub_7100D4EC40(src, link, this);
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}
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bool Object::checkCreateOrDeleteLinkObjRevival() const {
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if (mLinkData != nullptr)
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return mLinkData->checkCreateOrDeleteLinkObjRevival();
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return false;
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}
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bool Object::shouldSkipSpawn() const {
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if (checkTraverseFlags() || shouldSkipSpawn_(false))
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return true;
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return checkCreateOrDeleteLinkObjRevival();
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}
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bool Object::checkTraverseFlags() const {
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return mFlags0.isOn(Flag0::_500400);
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}
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#ifdef NON_MATCHING
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bool Object::x_20() const {
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if (getActorData().mFlags.isOffBit(ActorData::Flag::RevivalEnable))
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return false;
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if (mFlags0.isOff(Flag0::_400400))
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return false;
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if (!shouldSkipSpawn_(false)) {
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return checkCreateOrDeleteLinkObjRevival();
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}
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return false;
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}
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#endif
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void Object::onBaseProcCreated(act::BaseProc* actor) {
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if (actor != nullptr) {
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registerBaseProc(actor);
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mFlags0.set(Flag0::ActorCreated);
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} else {
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mFlags0.reset(Flag0::_80002106);
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}
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}
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void Object::spawnGenGroupActorsIfNeeded(Object* obj) {
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if (mLinkData != nullptr)
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mLinkData->sub_7100D4FB78(obj);
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}
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void Object::setFieldATrue() {
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if (mActorFlags8.isOn(ActorFlag8::MapPassive) || mActorFlags8.isOn(ActorFlag8::_8)) {
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mActorFlags8.reset(ActorFlag8::MapPassive);
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mActorFlags8.reset(ActorFlag8::_8);
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mActorFlags8.set(ActorFlag8::EnemyOrNpcOrActiveOrAreaOrAirWall);
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}
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}
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void* Object::getRails() const {
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return getRails_0();
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}
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void* Object::getRails_0() const {
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if (mLinkData == nullptr)
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return nullptr;
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return mLinkData->mRails;
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}
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bool Object::allocLinkData(sead::Heap* heap) {
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mLinkData = new (heap) ObjectLinkData;
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return mLinkData != nullptr;
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}
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bool Object::hasGenGroup() const {
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if (!mLinkData)
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return false;
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return mLinkData->mGenGroup != nullptr;
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}
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void Object::incrementLinkNum() {
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if (mNumLinksPointingToMe != 0xFF) {
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mNumLinksPointingToMe++;
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return;
|
|
}
|
|
|
|
if (sead::SafeString(getUnitConfigName()) == "LinkTagNone") {
|
|
// More than 255 actors are specified in one generation group.
|
|
// If it is not a test, consult the programmer.
|
|
printDebugMsg(this,
|
|
"一つの生成グループに 255 以上のアクタが指定されています。"
|
|
"テストで無ければプログラマに相談",
|
|
nullptr);
|
|
return;
|
|
}
|
|
|
|
// We have exceeded the expected number of links.
|
|
// If it's not a test, talk to your programmer.
|
|
printDebugMsg(this, "リンクの想定数を越えました。テストで無ければプログラマに相談", nullptr);
|
|
}
|
|
|
|
void Object::decrementLinkNum() {
|
|
if (mNumLinksPointingToMe != 0)
|
|
--mNumLinksPointingToMe;
|
|
}
|
|
|
|
sead::Vector3f Object::getRotate() const {
|
|
sead::Vector3f result;
|
|
mMubinIter.getRotate(&result);
|
|
return result;
|
|
}
|
|
|
|
// Vec3f copy incorrect
|
|
#ifdef NON_MATCHING
|
|
void Object::getTraversePosAndLoadDistance(sead::Vector3f* traverse_pos, f32* load_dist) const {
|
|
if (mFlags.isOn(Flag::HasTraversePos))
|
|
mMubinIter.tryGetFloatArrayByKey(&traverse_pos->x, "TraversePos");
|
|
else
|
|
*traverse_pos = mTranslate;
|
|
*load_dist = getLoadDistance(false);
|
|
}
|
|
#endif
|
|
|
|
void Object::getUniqueName(const char** out) const {
|
|
if (mFlags.isOff(Flag::HasUniqueName) || !mMubinIter.tryGetParamStringByKey(out, "UniqueName"))
|
|
*out = "";
|
|
}
|
|
|
|
void Object::setTranslate(const sead::Vector3f& translate) {
|
|
mTranslate = translate;
|
|
}
|
|
|
|
} // namespace ksys::map
|