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DynaPoly Docs Pass (#1194)
* dyna docs * init flags * more docs * cleanup * partial PR review * another bracket * hold to press * PR cleanup
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+5
-5
@@ -1559,7 +1559,7 @@ s32 func_800B7678(PlayState* play, Actor* actor, Vec3f* pos, s32 updBgCheckInfoF
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}
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actor->bgCheckFlags |= BGCHECKFLAG_GROUND;
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BgCheck2_AttachToMesh(&play->colCtx, actor, (s32)actor->floorBgId);
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DynaPolyActor_AttachCarriedActor(&play->colCtx, actor, actor->floorBgId);
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}
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} else {
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return func_800B761C(actor, distToFloor, updBgCheckInfoFlags);
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@@ -1575,7 +1575,7 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
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Vec3f pos;
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if ((actor->floorBgId != BGCHECK_SCENE) && (actor->bgCheckFlags & BGCHECKFLAG_GROUND)) {
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BgCheck2_UpdateActorAttachedToMesh(&play->colCtx, actor->floorBgId, actor);
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DynaPolyActor_TransformCarriedActor(&play->colCtx, actor->floorBgId, actor);
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}
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if (updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_1) {
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@@ -2426,7 +2426,7 @@ Actor* Actor_UpdateActor(UpdateActor_Params* params) {
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}
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actor->update(actor, play);
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BgCheck_ResetFlagsIfLoadedActor(play, &play->colCtx.dyna, actor);
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DynaPoly_UnsetAllInteractFlags(play, &play->colCtx.dyna, actor);
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}
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CollisionCheck_ResetDamage(&actor->colChkInfo);
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@@ -2516,7 +2516,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
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}
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if (i == ACTORCAT_BG) {
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DynaPoly_Setup(play, &play->colCtx.dyna);
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DynaPoly_UpdateContext(play, &play->colCtx.dyna);
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}
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}
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@@ -3395,7 +3395,7 @@ void func_800BB604(GameState* gameState, ActorContext* actorCtx, Player* player,
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if ((actor != targetedActor) || (actor->flags & ACTOR_FLAG_80000)) {
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temp_f0_2 = func_800B82EC(actor, player, D_801ED8DC);
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phi_s2_2 = (actor->flags & 1) != 0;
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phi_s2_2 = (actor->flags & ACTOR_FLAG_1) != 0;
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if (phi_s2_2) {
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phi_s2_2 = temp_f0_2 < D_801ED8C8;
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}
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