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Moves func_800CB000 to z_bg_item, decompiles func_800CB000, and documents z_bg_item and a few DynaPolyActor struct members. (#407)
* Moves func_800CB000 to z_bg_item, decompiles func_800CB000, and documents z_bg_item and a few DynaPolyActor struct members. * Adding usage of dynapoly state flag defines. * Formats z_bg_item * Update z_bg_item.c * Update z_bg_collect.c * Update z_bg_item.c * Update z_bg_item.c * Renames z_bg_item system to DynaPolyActor * Format
This commit is contained in:
@@ -1,3 +0,0 @@
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#include "global.h"
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#pragma GLOBAL_ASM("asm/non_matchings/code/code_800CB000/func_800CB000.s")
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+2
-2
@@ -509,8 +509,8 @@ f32 Actor_YDistance(Actor* actor1, Actor* actor2) {
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_actor/func_800B72E0.s")
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void func_800B72F8(DynaPolyActor* dpactor, f32 a1, s16 a2) {
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dpactor->unk150 = a2;
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dpactor->unk148 += a1;
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dpactor->yRotation = a2;
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dpactor->pushForce += a1;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_actor/Actor_IsLinkFacingActor.s")
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@@ -61,13 +61,13 @@ void BgCheck2_AttachToMesh(CollisionContext* colCtx, Actor* actor, s32 index) {
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meshActor = BgCheck_GetActorOfMesh(colCtx, index);
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if (meshActor != NULL) {
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func_800CAE88(meshActor);
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DynaPolyActor_SetRidingFallingState(meshActor);
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if ((actor->flags & 0x4000000) == 0x4000000) {
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func_800CAF24(meshActor);
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DynaPolyActor_SetSwitchPressedState(meshActor);
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}
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if ((actor->flags & 0x20000) == 0x20000) {
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func_800CAF38(meshActor);
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DynaPolyActor_SetHeavySwitchPressedState(meshActor);
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}
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}
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}
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@@ -80,7 +80,7 @@ u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* colCtx, s32 index, Acto
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return 0;
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}
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if (((colCtx->dyna.bgActorFlags[index] & 2) != 0) || ((colCtx->dyna.bgActorFlags[index] & 1) == 0)) {
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if (colCtx->dyna.bgActorFlags[index] & 2 || !(colCtx->dyna.bgActorFlags[index] & 1)) {
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return 0;
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}
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@@ -90,12 +90,12 @@ u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* colCtx, s32 index, Acto
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return 0;
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}
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if ((meshActor->unk154 & 1) != 0) {
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if (meshActor->flags & 1) {
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BgCheck2_UpdateActorPosition(colCtx, index, actor);
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wasUpdated = 1;
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}
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if ((meshActor->unk154 & 2) != 0) {
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if (meshActor->flags & 2) {
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BgCheck2_UpdateActorYRotation(colCtx, index, actor);
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wasUpdated = 1;
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}
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+94
-52
@@ -1,99 +1,141 @@
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#include "global.h"
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void BcCheck3_BgActorInit(DynaPolyActor* actor, UNK_TYPE4 param_2) {
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actor->bgId = -1;
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actor->unk148 = 0;
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actor->unk14C = 0;
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actor->unk154 = param_2;
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actor->unk_158 = 0;
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#define DYNAPOLY_STATE_NONE 0
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#define DYNAPOLY_STATE_RIDING_FALLING (1 << 0)
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#define DYNAPOLY_STATE_RIDING_MOVING (1 << 1)
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#define DYNAPOLY_STATE_RIDING_ROTATING (1 << 2)
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#define DYNAPOLY_STATE_SWITCH_PRESSED (1 << 3)
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#define DYNAPOLY_STATE_HEAVY_SWITCH_PRESSED (1 << 4)
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void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 flags) {
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dynaActor->bgId = -1;
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dynaActor->pushForce = 0.0f;
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dynaActor->unk14C = 0.0f;
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dynaActor->flags = flags;
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dynaActor->stateFlags = DYNAPOLY_STATE_NONE;
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}
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void BgCheck3_LoadMesh(GlobalContext* globalCtx, DynaPolyActor* actor, CollisionHeader* meshHeader) {
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CollisionHeader* header;
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void DynaPolyActor_LoadMesh(GlobalContext* globalCtx, DynaPolyActor* dynaActor, CollisionHeader* meshHeader) {
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CollisionHeader* header = NULL;
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header = NULL;
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BgCheck_RelocateMeshHeader(meshHeader, &header);
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actor->bgId = BgCheck_AddActorMesh(globalCtx, &globalCtx->colCtx.dyna, actor, header);
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dynaActor->bgId = BgCheck_AddActorMesh(globalCtx, &globalCtx->colCtx.dyna, dynaActor, header);
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}
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void BgCheck3_ResetFlags(DynaPolyActor* actor) {
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actor->unk_158 = 0;
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void DynaPolyActor_ResetState(DynaPolyActor* dynaActor) {
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dynaActor->stateFlags = DYNAPOLY_STATE_NONE;
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}
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void func_800CAE88(DynaPolyActor* actor) {
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actor->unk_158 |= 1;
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void DynaPolyActor_SetRidingFallingState(DynaPolyActor* dynaActor) {
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dynaActor->stateFlags |= DYNAPOLY_STATE_RIDING_FALLING;
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}
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void func_800CAE9C(DynaPolyActor* actor) {
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actor->unk_158 |= 2;
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void DynaPolyActor_SetRidingMovingState(DynaPolyActor* dynaActor) {
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dynaActor->stateFlags |= DYNAPOLY_STATE_RIDING_MOVING;
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}
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void func_800CAEB0(CollisionContext* colCtx, s32 index) {
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DynaPolyActor* actor;
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void DynaPolyActor_SetRidingMovingStateByIndex(CollisionContext* colCtx, s32 index) {
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DynaPolyActor* dynaActor = BgCheck_GetActorOfMesh(colCtx, index);
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actor = BgCheck_GetActorOfMesh(colCtx, index);
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if (actor != (DynaPolyActor*)0x0) {
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func_800CAE9C(actor);
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if (dynaActor != NULL) {
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DynaPolyActor_SetRidingMovingState(dynaActor);
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}
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}
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void func_800CAEE0(DynaPolyActor* actor) {
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actor->unk_158 |= 4;
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void DynaPolyActor_SetRidingRotatingState(DynaPolyActor* dynaActor) {
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dynaActor->stateFlags |= DYNAPOLY_STATE_RIDING_ROTATING;
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}
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void func_800CAEF4(CollisionContext* colCtx, s32 index) {
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DynaPolyActor* actor;
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void DynaPolyActor_SetRidingRotatingStateByIndex(CollisionContext* colCtx, s32 index) {
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DynaPolyActor* dynaActor = BgCheck_GetActorOfMesh(colCtx, index);
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actor = BgCheck_GetActorOfMesh(colCtx, index);
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if (actor != (DynaPolyActor*)0x0) {
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func_800CAEE0(actor);
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if (dynaActor != NULL) {
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DynaPolyActor_SetRidingRotatingState(dynaActor);
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}
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}
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void func_800CAF24(DynaPolyActor* actor) {
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actor->unk_158 |= 8;
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void DynaPolyActor_SetSwitchPressedState(DynaPolyActor* dynaActor) {
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dynaActor->stateFlags |= DYNAPOLY_STATE_SWITCH_PRESSED;
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}
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void func_800CAF38(DynaPolyActor* actor) {
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actor->unk_158 |= 0x10;
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void DynaPolyActor_SetHeavySwitchPressedState(DynaPolyActor* dynaActor) {
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dynaActor->stateFlags |= DYNAPOLY_STATE_HEAVY_SWITCH_PRESSED;
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}
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s32 func_800CAF4C(DynaPolyActor* actor) {
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if (actor->unk_158 & 1) {
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return 1;
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s32 DynaPolyActor_IsInRidingFallingState(DynaPolyActor* dynaActor) {
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if (dynaActor->stateFlags & DYNAPOLY_STATE_RIDING_FALLING) {
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return true;
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} else {
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return 0;
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return false;
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}
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}
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s32 func_800CAF70(DynaPolyActor* actor) {
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if (actor->unk_158 & 2) {
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return 1;
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s32 DynaPolyActor_IsInRidingMovingState(DynaPolyActor* dynaActor) {
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if (dynaActor->stateFlags & DYNAPOLY_STATE_RIDING_MOVING) {
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return true;
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} else {
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return 0;
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return false;
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}
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}
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s32 func_800CAF94(DynaPolyActor* actor) {
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if (actor->unk_158 & 4) {
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return 1;
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s32 DynaPolyActor_IsInRidingRotatingState(DynaPolyActor* dynaActor) {
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if (dynaActor->stateFlags & DYNAPOLY_STATE_RIDING_ROTATING) {
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return true;
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} else {
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return 0;
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return false;
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}
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}
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s32 func_800CAFB8(DynaPolyActor* actor) {
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if (actor->unk_158 & 8) {
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return 1;
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s32 DynaPolyActor_IsInSwitchPressedState(DynaPolyActor* dynaActor) {
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if (dynaActor->stateFlags & DYNAPOLY_STATE_SWITCH_PRESSED) {
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return true;
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} else {
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return 0;
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return false;
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}
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}
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s32 func_800CAFDC(DynaPolyActor* actor) {
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if (actor->unk_158 & 0x10) {
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return 1;
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s32 DynaPolyActor_IsInHeavySwitchPressedState(DynaPolyActor* dynaActor) {
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if (dynaActor->stateFlags & DYNAPOLY_STATE_HEAVY_SWITCH_PRESSED) {
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return true;
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} else {
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return 0;
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return false;
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}
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}
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s32 DynaPolyActor_ValidateMove(GlobalContext* globalCtx, DynaPolyActor* dynaActor, s16 startRadius, s16 endRadius,
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s16 startHeight) {
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Vec3f startPos;
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Vec3f endPos;
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Vec3f intersectionPos;
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f32 sin = Math_SinS(dynaActor->yRotation);
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f32 cos = Math_CosS(dynaActor->yRotation);
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s32 bgId;
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CollisionPoly* poly;
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f32 adjustedStartRadius;
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f32 adjustedEndRadius;
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f32 sign = (0.0f <= dynaActor->pushForce) ? 1.0f : -1.0f;
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adjustedStartRadius = (f32)startRadius - 0.1f;
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startPos.x = dynaActor->actor.world.pos.x + (adjustedStartRadius * cos);
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startPos.y = dynaActor->actor.world.pos.y + startHeight;
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startPos.z = dynaActor->actor.world.pos.z - (adjustedStartRadius * sin);
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adjustedEndRadius = (f32)endRadius - 0.1f;
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endPos.x = sign * adjustedEndRadius * sin + startPos.x;
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endPos.y = startPos.y;
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endPos.z = sign * adjustedEndRadius * cos + startPos.z;
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if (func_800C56E0(&globalCtx->colCtx, &startPos, &endPos, &intersectionPos, &poly, true, false, false, true, &bgId,
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&dynaActor->actor, 0.0f)) {
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return false;
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}
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startPos.x = (dynaActor->actor.world.pos.x * 2.0f) - startPos.x;
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startPos.z = (dynaActor->actor.world.pos.z * 2.0f) - startPos.z;
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endPos.x = sign * adjustedEndRadius * sin + startPos.x;
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endPos.z = sign * adjustedEndRadius * cos + startPos.z;
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if (func_800C56E0(&globalCtx->colCtx, &startPos, &endPos, &intersectionPos, &poly, true, false, false, true, &bgId,
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&dynaActor->actor, 0.0f)) {
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return false;
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}
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return true;
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}
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