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Colliders Sync Cylinders (#1709)
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@@ -863,7 +863,7 @@ void Actor_SetDropFlag(Actor* actor, ColliderElement* elem);
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void Actor_SetDropFlagJntSph(Actor* actor, ColliderJntSph* jntSph);
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void func_800BE33C(Vec3f* arg0, Vec3f* arg1, Vec3s* dst, s32 arg3);
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void func_800BE3D0(Actor* actor, s16 angle, Vec3s* arg2);
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void func_800BE504(Actor* actor, ColliderCylinder* collider);
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void func_800BE504(Actor* actor, ColliderCylinder* cyl);
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void func_800BE568(Actor* actor, ColliderSphere* collider);
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void func_800BE5CC(Actor* actor, ColliderJntSph* jntSph, s32 elemIndex);
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s32 Actor_IsSmallChest(struct EnBox* chest);
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@@ -148,27 +148,35 @@ typedef struct {
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/* 0xC */ ColliderJntSphElementInit* elements;
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} ColliderJntSphInitToActor; // size = 0x10
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/*
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* Cylinder - A single cylinder shaped collider
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*/
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// collider structs
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typedef struct {
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/* 0x00 */ Collider base;
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/* 0x18 */ ColliderElement info;
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/* 0x18 */ ColliderElement elem;
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/* 0x40 */ Cylinder16 dim;
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} ColliderCylinder; // size = 0x4C
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// init data structs
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typedef struct {
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/* 0x00 */ ColliderInit base;
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/* 0x08 */ ColliderElementInit info;
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/* 0x08 */ ColliderElementInit elem;
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/* 0x20 */ Cylinder16 dim;
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} ColliderCylinderInit; // size = 0x2C
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typedef struct {
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/* 0x00 */ ColliderInitType1 base;
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/* 0x08 */ ColliderElementInit info;
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/* 0x08 */ ColliderElementInit elem;
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/* 0x20 */ Cylinder16 dim;
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} ColliderCylinderInitType1; // size = 0x2C
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typedef struct {
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/* 0x00 */ ColliderInitToActor base;
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/* 0x08 */ ColliderElementInit info;
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/* 0x08 */ ColliderElementInit elem;
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/* 0x20 */ Cylinder16 dim;
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} ColliderCylinderInitToActor; // size = 0x2C
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@@ -519,12 +527,12 @@ s32 Collider_ResetJntSphOC(struct PlayState* play, Collider* col);
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s32 Collider_InitCylinderDim(struct PlayState* play, Cylinder16* dim);
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s32 Collider_DestroyCylinderDim(struct PlayState* play, Cylinder16* dim);
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s32 Collider_SetCylinderDim(struct PlayState* play, Cylinder16* dim, Cylinder16* src);
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s32 Collider_InitCylinder(struct PlayState* play, ColliderCylinder* collider);
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s32 Collider_DestroyCylinder(struct PlayState* play, ColliderCylinder* collider);
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s32 Collider_SetCylinderToActor(struct PlayState* play, ColliderCylinder* collider, ColliderCylinderInitToActor* src);
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s32 Collider_SetCylinderType1(struct PlayState* play, ColliderCylinder* collider, struct Actor* actor, ColliderCylinderInitType1* src);
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s32 Collider_SetCylinder(struct PlayState* play, ColliderCylinder* collider, struct Actor* actor, ColliderCylinderInit* src);
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s32 Collider_InitAndSetCylinder(struct PlayState* play, ColliderCylinder* collider, struct Actor* actor, ColliderCylinderInit* src);
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s32 Collider_InitCylinder(struct PlayState* play, ColliderCylinder* cyl);
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s32 Collider_DestroyCylinder(struct PlayState* play, ColliderCylinder* cyl);
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s32 Collider_SetCylinderToActor(struct PlayState* play, ColliderCylinder* dest, ColliderCylinderInitToActor* src);
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s32 Collider_SetCylinderType1(struct PlayState* play, ColliderCylinder* dest, struct Actor* actor, ColliderCylinderInitType1* src);
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s32 Collider_SetCylinder(struct PlayState* play, ColliderCylinder* dest, struct Actor* actor, ColliderCylinderInit* src);
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s32 Collider_InitAndSetCylinder(struct PlayState* play, ColliderCylinder* dest, struct Actor* actor, ColliderCylinderInit* src);
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s32 Collider_ResetCylinderAT(struct PlayState* play, Collider* col);
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s32 Collider_ResetCylinderAC(struct PlayState* play, Collider* col);
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s32 Collider_ResetCylinderOC(struct PlayState* play, Collider* col);
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@@ -666,8 +674,8 @@ s32 CollisionCheck_LineOC_Sphere(struct PlayState* play, CollisionCheckContext*
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s32 CollisionCheck_LineOC(struct PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b, struct Actor** exclusions, s32 numExclusions);
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s32 CollisionCheck_LineOCCheckAll(struct PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b);
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s32 CollisionCheck_LineOCCheck(struct PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b, struct Actor** exclusions, s32 numExclusions);
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void Collider_UpdateCylinder(struct Actor* actor, ColliderCylinder* collider);
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void Collider_SetCylinderPosition(ColliderCylinder* collider, Vec3s* pos);
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void Collider_UpdateCylinder(struct Actor* actor, ColliderCylinder* cyl);
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void Collider_SetCylinderPosition(ColliderCylinder* cyl, Vec3s* pos);
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void Collider_SetQuadVertices(ColliderQuad* collider, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d);
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void Collider_SetTrisVertices(ColliderTris* collider, s32 index, Vec3f* a, Vec3f* b, Vec3f* c);
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void Collider_SetTrisDim(struct PlayState* play, ColliderTris* collider, s32 index, ColliderTrisElementDimInit* init);
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