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Floor Surface
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+1
-1
@@ -224,7 +224,7 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* mapper, PlayState* play) {
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for (i = 0; i < ARRAY_COUNT(floorHeight); i++, spB8 >>= 1) {
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feetPosPtr->y += 50.0f;
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*floorHeightPtr = func_80169100(play, &sp13C, &spF8, &bgId, feetPosPtr);
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*floorHeightPtr = Play_GetFloorSurfaceImpl(play, &sp13C, &spF8, &bgId, feetPosPtr);
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feetPosPtr->y -= 50.0f;
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distToFloor = feetPosPtr->y - *floorHeightPtr;
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+5
-4
@@ -108,7 +108,8 @@ void Play_DisableMotionBlur(void) {
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R_MOTION_BLUR_ENABLED = false;
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}
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void Play_ConvertBufferToI(void* destI, u16* srcBuf, s32 bufWidth, s32 pixelLeft, s32 pixelTop, s32 pixelRight, s32 pixelBottom, s32 type) {
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void Play_ConvertBufferToI(void* destI, u16* srcBuf, s32 bufWidth, s32 pixelLeft, s32 pixelTop, s32 pixelRight,
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s32 pixelBottom, s32 type) {
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s32 i;
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s32 j;
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u32 pixel;
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@@ -1512,7 +1513,7 @@ s32 Play_InCsMode(PlayState* this) {
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return (this->csCtx.state != 0) || Player_InCsMode(this);
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}
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f32 func_80169100(PlayState* this, MtxF* mtx, CollisionPoly** poly, s32* bgId, Vec3f* pos) {
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f32 Play_GetFloorSurfaceImpl(PlayState* this, MtxF* mtx, CollisionPoly** poly, s32* bgId, Vec3f* pos) {
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f32 floorHeight = BgCheck_EntityRaycastFloor3(&this->colCtx, poly, bgId, pos);
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if (floorHeight > BGCHECK_Y_MIN) {
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@@ -1539,11 +1540,11 @@ f32 func_80169100(PlayState* this, MtxF* mtx, CollisionPoly** poly, s32* bgId, V
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return floorHeight;
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}
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void func_801691F0(PlayState* this, MtxF* mtx, Vec3f* pos) {
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void Play_GetFloorSurface(PlayState* this, MtxF* mtx, Vec3f* pos) {
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CollisionPoly* poly;
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s32 bgId;
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func_80169100(this, mtx, &poly, &bgId, pos);
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Play_GetFloorSurfaceImpl(this, mtx, &poly, &bgId, pos);
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}
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void* Play_LoadFile(PlayState* this, RomFile* entry) {
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@@ -209,8 +209,8 @@ void EnWarpTag_RespawnPlayer(EnWarptag* this, PlayState* play) {
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// why are we getting player home rotation from the room data? doesnt player have home.rot.y?
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// especially because we are converting from deg to binang, but isnt home.rot.y already in binang??
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Play_SetRespawnData(
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&play->state, 0, entrance,
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play->setupEntranceList[playerSpawnIndex].room, playerParams, &newRespawnPos,
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&play->state, 0, entrance, play->setupEntranceList[playerSpawnIndex].room, playerParams,
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&newRespawnPos,
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((((playerActorEntry->rot.y >> 7) & 0x1FF) / 180.0f) * 32768.0f)); // DEG_TO_BINANG ?
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Play_TriggerVoidOut(&play->state);
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@@ -70,7 +70,7 @@ void EffectSsBlast_Draw(PlayState* play, u32 index, EffectSs* this) {
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func_8012C2DC(play->state.gfxCtx);
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gDPSetEnvColor(POLY_XLU_DISP++, this->rEnvColorR, this->rEnvColorG, this->rEnvColorB, this->rEnvColorA);
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func_801691F0(play, &mf, &this->pos);
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Play_GetFloorSurface(play, &mf, &this->pos);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, this->rPrimColorR, this->rPrimColorG, this->rPrimColorB, this->rPrimColorA);
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Matrix_Put(&mf);
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Matrix_Scale(radius, radius, radius, MTXMODE_APPLY);
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