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https://github.com/zeldaret/mm.git
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Name some SurfaceType_ functions (#1155)
* enums * renaming functions * fixes * SurfaceType_IsSoft * type fixing * format * Update src/code/z_bgcheck.c Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Update src/code/z_bgcheck.c Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Update src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * review Co-authored-by: engineer124 <engineer124engineer124@gmail.com> * SurfaceType_GetFloorEffect Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * format * bss * cleanups * extra material docs * cleanup * cleanups * Remove Bg prefix * minor fixes * Remove BG_ * SURFACE_MATERIAL_DIRT_SHALLOW * format * bss * bss * review Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * format * format again * bug * format * namefixer * bss * bss * bss * review --------- Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> Co-authored-by: engineer124 <engineer124engineer124@gmail.com> Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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@@ -776,164 +776,6 @@ void* ActorOverlayTable_FaultAddrConv(void* address, void* param);
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void ActorOverlayTable_Init(void);
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void ActorOverlayTable_Cleanup(void);
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void SSNode_SetValue(SSNode* node, s16* polyIndex, u16 next);
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void SSList_SetNull(SSList* ssList);
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void SSNodeList_SetSSListHead(SSNodeList* list, SSList* ssList, s16* polyIndex);
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void DynaSSNodeList_SetSSListHead(DynaSSNodeList* list, SSList* ssList, s16* polyIndex);
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void DynaSSNodeList_Init(PlayState* play, DynaSSNodeList* list);
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void DynaSSNodeList_Alloc(PlayState* play, DynaSSNodeList* list, u32 numNodes);
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void DynaSSNodeList_ResetCount(DynaSSNodeList* list);
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u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* list);
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void BgCheck_Vec3sToVec3f(Vec3s* src, Vec3f* dest);
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void BgCheck_Vec3fToVec3s(Vec3s* dest, Vec3f* src);
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f32 func_800BFD84(CollisionPoly *poly, f32 arg1, f32 arg2);
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s32 func_800BFDEC(CollisionPoly* polyA, CollisionPoly* polyB, u32* outVtxId0, u32* outVtxId1);
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s16 CollisionPoly_GetMinY(CollisionPoly* poly, Vec3s* vertices);
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void CollisionPoly_GetNormalF(CollisionPoly* poly, f32* nx, f32* ny, f32* nz);
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void func_800C0094(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest);
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f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point);
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void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest);
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s32 CollisionPoly_SphVsPoly(CollisionPoly* poly, Vec3s* vtxList, Vec3f* center, f32 radius);
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void StaticLookup_AddPolyToSSList(CollisionContext* colCtx, SSList* ssList, CollisionPoly* polyList, Vec3s* vtxList, s16 polyId);
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void StaticLookup_AddPoly(StaticLookup* lookup, CollisionContext* colCtx, CollisionPoly* polyList, Vec3s* vtxList, s16 index);
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void BgCheck_GetSubdivisionMinBounds(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz);
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void BgCheck_GetSubdivisionMaxBounds(CollisionContext* colCtx, Vec3f* pos, s32* sx, s32* sy, s32* sz);
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void BgCheck_GetPolySubdivisionBounds(CollisionContext* colCtx, Vec3s* vtxList, CollisionPoly* polyList, s32* subdivMinX, s32* subdivMinY, s32* subdivMinZ, s32* subdivMaxX, s32* subdivMaxY, s32* subdivMaxZ, s16 polyId);
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s32 BgCheck_PolyIntersectsSubdivision(Vec3f* min, Vec3f* max, CollisionPoly* polyList, Vec3s* vtxList, s16 polyId);
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u32 BgCheck_InitStaticLookup(CollisionContext* colCtx, PlayState* play, StaticLookup* lookupTbl);
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s32 BgCheck_IsSmallMemScene(PlayState* play);
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s32 BgCheck_TryGetCustomMemsize(s32 sceneId, u32* memSize);
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void BgCheck_SetSubdivisionDimension(f32 min, s32 subdivAmount, f32* max, f32* subdivLength, f32* subdivLengthInv);
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s32 BgCheck_GetSpecialSceneMaxObjects(PlayState* play, s32* maxNodes, s32* maxPolygons, s32* maxVertices);
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void BgCheck_Allocate(CollisionContext* colCtx, PlayState* play, CollisionHeader* colHeader);
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void BgCheck_SetContextFlags(CollisionContext* colCtx, u32 flags);
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void BgCheck_UnsetContextFlags(CollisionContext* colCtx, u32 flags);
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CollisionHeader* BgCheck_GetCollisionHeader(CollisionContext* colCtx, s32 bgId);
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f32 BgCheck_RaycastFloorImpl(PlayState* play, CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, Vec3f* pos, Actor* actor, u32 arg7, f32 checkDist, s32 arg9);
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f32 BgCheck_CameraRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor2_1(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor3(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor5(CollisionContext* colCtx, CollisionPoly** outPoly, s32* outBgId, Actor* actor, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor5_2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor5_3(PlayState* play, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor6(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos, f32 checkDist);
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f32 BgCheck_EntityRaycastFloor7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
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f32 BgCheck_AnyRaycastFloor1(CollisionContext* colCtx, CollisionPoly* outPoly, Vec3f* pos);
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f32 BgCheck_AnyRaycastFloor2(CollisionContext* colCtx, CollisionPoly* outPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_CameraRaycastFloor2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor8(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
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s32 BgCheck_CheckWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight, u8 argA);
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s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, f32 checkHeight);
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s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, f32 checkHeight);
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s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
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s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
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s32 BgCheck_CheckCeilingImpl(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 checkHeight, CollisionPoly** outPoly, s32* outBgId, Actor* actor);
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s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight);
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s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight, CollisionPoly** outPoly, s32* outBgId, Actor* actor);
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s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
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s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
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s32 BgCheck_EntityLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
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s32 BgCheck_EntityLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId, Actor* actor);
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s32 BgCheck_EntityLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId, Actor* actor, f32 checkDist);
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s32 BgCheck_ProjectileLineTest(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
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s32 BgCheck_AnyLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkOneFace);
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s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace);
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s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 checkWall, s32 checkFloor, s32 checkCeil, s32 checkOneFace, s32* bgId);
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s32 BgCheck_SphVsFirstPolyImpl(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, Vec3f* center, f32 radius, Actor* actor, u16 bciFlags);
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s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius);
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s32 BgCheck_SphVsFirstWall(CollisionContext* colCtx, Vec3f* center, f32 radius);
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void SSNodeList_Init(SSNodeList* this);
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void SSNodeList_Alloc(PlayState* play, SSNodeList* this, s32 tblMax, s32 numPolys);
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SSNode* SSNodeList_GetNextNode(SSNodeList* this);
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u16 SSNodeList_GetNextNodeIdx(SSNodeList* this);
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void ScaleRotPos_Init(ScaleRotPos* srp);
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void ScaleRotPos_SetValue(ScaleRotPos* srp, Vec3f* scale, Vec3s* rot, Vec3f* pos);
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s32 ScaleRotPos_IsEqual(ScaleRotPos* a, ScaleRotPos* b);
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void DynaLookup_ResetLists(DynaLookup* dynaLookup);
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void DynaLookup_Reset(DynaLookup* dynaLookup);
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void DynaLookup_ResetVtxStartIndex(u16* vtxStartIndex);
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void DynaLookup_ResetWaterBoxStartIndex(u16* waterBoxStartIndex);
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void BgActor_Init(PlayState* play, BgActor* bgActor);
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void BgActor_SetActor(BgActor* bgActor, Actor* actor, CollisionHeader* colHeader);
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s32 BgActor_IsTransformUnchanged(BgActor* bgActor);
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void DynaPoly_NullPolyList(CollisionPoly** polyList);
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void DynaPoly_AllocPolyList(PlayState* play, CollisionPoly** polyList, s32 numPolys);
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void DynaPoly_NullVtxList(Vec3s** vtxList);
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void DynaPoly_AllocVtxList(PlayState* play, Vec3s** vtxList, s32 numVtx);
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void DynaPoly_InitWaterBoxList(DynaWaterBoxList* waterBoxList);
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void DynaPoly_AllocWaterBoxList(PlayState* play, DynaWaterBoxList* waterBoxList, s32 numWaterBoxes);
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void DynaPoly_SetBgActorPrevTransform(PlayState* play, BgActor* bgActor);
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s32 DynaPoly_IsBgIdBgActor(s32 bgId);
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void DynaPoly_Init(PlayState* play, DynaCollisionContext* dyna);
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void DynaPoly_Alloc(PlayState* play, DynaCollisionContext* dyna);
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s32 DynaPoly_SetBgActor(PlayState* play, DynaCollisionContext* dyna, Actor* actor, CollisionHeader* colHeader);
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DynaPolyActor* DynaPoly_GetActor(CollisionContext* colCtx, s32 bgId);
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void func_800C62BC(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void func_800C6314(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void func_800C636C(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void func_800C63C4(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void func_800C641C(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void func_800C6474(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void func_800C6554(PlayState* play, DynaCollisionContext* dyna);
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void DynaPoly_DeleteBgActor(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void BgCheck_CalcWaterboxDimensions(Vec3f* minPos, Vec3f* maxXPos, Vec3f* maxZPos, Vec3s* minPosOut, s16* xLength, s16* zLength);
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void DynaPoly_ExpandSRT(PlayState* play, DynaCollisionContext* dyna, s32 bgId, s32* vtxStartIndex, s32* polyStartIndex, s32* waterBoxStartIndex);
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void BgCheck_ResetFlagsIfLoadedActor(PlayState* play, DynaCollisionContext* dyna, Actor* actor);
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void DynaPoly_Setup(PlayState* play, DynaCollisionContext* dyna);
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void func_800C756C(DynaCollisionContext* dyna, s32* numPolygons, s32* numVertices, s32* numWaterBoxes);
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void DynaPoly_UpdateBgActorTransforms(PlayState* play, DynaCollisionContext* dyna);
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void CollisionHeader_SegmentedToVirtual(CollisionHeader* colHeader);
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void CollisionHeader_GetVirtual(CollisionHeader* colHeader, CollisionHeader** dest);
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void BgCheck_InitCollisionHeaders(CollisionContext* colCtx, PlayState* play);
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u32 SurfaceType_GetBgCamIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u16 BgCheck_GetBgCamSettingImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId);
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u16 BgCheck_GetBgCamSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u16 BgCheck_GetBgCamCountImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId);
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u16 BgCheck_GetBgCamCount(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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Vec3s* BgCheck_GetBgCamFuncDataImpl(CollisionContext* colCtx, s32 bgCamIndex, s32 bgId);
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Vec3s* BgCheck_GetBgCamFuncData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetSceneExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_800C99D4(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_800C99FC(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_800C9A24(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 func_800C9A4C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 func_800C9A7C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 func_800C9AB0(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 func_800C9AE4(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_800C9B18(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_800C9B40(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_800C9B68(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_IsHorseBlocked(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_800C9BB8(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u16 SurfaceType_GetSfx(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 func_800C9C24(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId, s32 arg3);
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u32 SurfaceType_GetSlope(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetLightSettingIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetEcho(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_IsHookshotSurface(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_IsIgnoredByEntities(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_IsIgnoredByProjectiles(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_IsFloorConveyor(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 func_800C9DDC(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetConveyorSpeed(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetConveyorDirection(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_IsWallDamage(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 WaterBox_GetSurfaceImpl(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox, s32* bgId);
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s32 WaterBox_GetSurface1(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox);
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s32 WaterBox_GetSurface1_2(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox);
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s32 WaterBox_GetSurface2(PlayState* play, CollisionContext* colCtx, Vec3f* pos, f32 surfaceCheckDist, WaterBox** outWaterBox, s32* bgId);
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f32 func_800CA568(CollisionContext* colCtx, s32 waterBoxId, s32 bgId);
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u16 WaterBox_GetBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox, s32 bgId);
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void WaterBox_GetSceneBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox);
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u32 WaterBox_GetLightSettingIndex(CollisionContext* colCtx, WaterBox* waterBox);
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s32 func_800CA6F0(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox, s32* bgId);
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s32 func_800CA9D0(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox);
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s32 func_800CAA14(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec3f* pointB, Vec3f* closestPoint);
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void BgCheck2_UpdateActorPosition(CollisionContext* colCtx, s32 bgId, Actor* actor);
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void BgCheck2_UpdateActorYRotation(CollisionContext* colCtx, s32 bgId, Actor* actor);
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void BgCheck2_AttachToMesh(CollisionContext* colCtx, Actor* actor, s32 bgId);
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