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Decompile code_0x800CAE10.c
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@@ -0,0 +1,100 @@
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#include <ultra64.h>
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#include <global.h>
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void BcCheck3_BgActorInit(BgActor* actor, UNK_TYPE4 param_2) {
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actor->bgActorId = -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->bgFlags = 0;
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}
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void BgCheck3_LoadMesh(GlobalContext* ctxt, BgActor* actor, BgMeshHeader* meshHeader) {
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BgMeshHeader* header;
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header = NULL;
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BgCheck_RelocateMeshHeader(meshHeader, &header);
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actor->bgActorId = BgCheck_AddActorMesh(ctxt, &ctxt->bgCheckContext.dyna, actor, header);
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}
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void BgCheck3_ResetFlags(BgActor* actor) {
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actor->bgFlags = 0;
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}
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void func_800CAE88(BgActor* actor) {
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actor->bgFlags |= 1;
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}
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void func_800CAE9C(BgActor* actor) {
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actor->bgFlags |= 2;
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}
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void func_800CAEB0(BgCheckContext* bgCtxt, s32 index) {
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BgActor* actor;
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actor = BgCheck_GetActorOfMesh(bgCtxt, index);
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if (actor != (BgActor *)0x0) {
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func_800CAE9C(actor);
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}
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}
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void func_800CAEE0(BgActor* actor) {
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actor->bgFlags |= 4;
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}
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void func_800CAEF4(BgCheckContext* bgCtxt, s32 index) {
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BgActor* actor;
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actor = BgCheck_GetActorOfMesh(bgCtxt, index);
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if (actor != (BgActor *)0x0) {
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func_800CAEE0(actor);
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}
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}
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void func_800CAF24(BgActor* actor) {
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actor->bgFlags |= 8;
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}
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void func_800CAF38(BgActor* actor) {
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actor->bgFlags |= 0x10;
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}
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s32 func_800CAF4C(BgActor* actor) {
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if (actor->bgFlags & 1) {
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return 1;
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} else {
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return 0;
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}
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}
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s32 func_800CAF70(BgActor* actor) {
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if (actor->bgFlags & 2) {
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return 1;
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} else {
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return 0;
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}
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}
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s32 func_800CAF94(BgActor* actor) {
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if (actor->bgFlags & 4) {
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return 1;
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} else {
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return 0;
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}
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}
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s32 func_800CAFB8(BgActor* actor) {
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if (actor->bgFlags & 8) {
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return 1;
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} else {
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return 0;
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}
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}
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s32 func_800CAFDC(BgActor* actor) {
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if (actor->bgFlags & 0x10) {
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return 1;
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} else {
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return 0;
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}
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}
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