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Decompile z_snap (#11)
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@@ -0,0 +1,160 @@
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#include <ultra64.h>
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#include <global.h>
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typedef struct {
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Actor actor;
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s32 (*pictoFunc)(GlobalContext* ctxt, Actor* actor);
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} PictoActor;
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s32 func_8013A240(GlobalContext* ctxt) {
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PictoActor* pictoActor;
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Actor* actor;
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s32 type = 0;
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s32 seen;
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s32 count = 0;
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gSaveContext.perm.pictoFlags0 = 0;
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gSaveContext.perm.pictoFlags1 = 0;
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if (ctxt->sceneNum == SCENE_20SICHITAI) {
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func_8013A41C(1);
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}
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for (; type < 12; type++) {
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for (actor = ctxt->actorCtx.actorList[type].first; actor != NULL; actor = actor->next) {
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seen = 0;
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switch (ctxt->sceneNum) {
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case SCENE_20SICHITAI:
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if ((actor->id == ACTOR_EN_MNK) || (actor->id == ACTOR_EN_BIGOKUTA)) {
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seen = 1;
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}
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break;
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default:
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seen = 0;
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}
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if (actor->id); // Needed to match
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switch (actor->id) {
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case ACTOR_EN_KAKASI:
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if ((actor->params & 1) == 1) {
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seen |= 2;
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break; //! @bug break is inside conditional, meaning it falls through if it is false
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}
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case ACTOR_EN_ZOV:
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seen |= 2;
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break;
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case ACTOR_EN_BAL:
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seen |= 2;
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break;
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case ACTOR_EN_DNQ:
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seen |= 2;
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break;
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case ACTOR_EN_GE1:
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case ACTOR_EN_GE3:
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case ACTOR_EN_KAIZOKU:
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case ACTOR_EN_GE2:
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seen |= 2;
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break;
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}
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if (seen != 0) {
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pictoActor = (PictoActor*)actor;
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if (pictoActor->pictoFunc != NULL) {
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if ((pictoActor->pictoFunc)(ctxt, actor) == 0) {
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count++;
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}
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}
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}
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}
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}
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return count;
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}
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void func_8013A41C(s32 flag) {
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if (flag < 0x20) {
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gSaveContext.perm.pictoFlags0 |= (1 << flag);
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} else {
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flag &= 0x1F;
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gSaveContext.perm.pictoFlags1 |= (1 << flag);
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}
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}
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void func_8013A46C(s32 flag) {
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if (flag < 0x20) {
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gSaveContext.perm.pictoFlags0 &= ~(1 << flag);
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} else {
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flag &= 0x1F;
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gSaveContext.perm.pictoFlags1 &= ~(1 << flag);
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}
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}
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u32 func_8013A4C4(s32 flag) {
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SaveContextPerm* save = &gSaveContext.perm;
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if (flag < 0x20) {
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return save->pictoFlags0 & (1 << flag);
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} else {
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flag &= 0x1F;
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return save->pictoFlags1 & (1 << flag);
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}
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}
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s16 func_8013A504(s16 val) {
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return (val >= 0) ? val : -val;
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}
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s32 func_8013A530(GlobalContext* ctxt, Actor* actor, s32 flag, Vec3f* pos, Vec3s* rot, f32 distanceMin, f32 distanceMax, s16 angleError) {
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Vec3f screenSpace;
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s16 x;
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s16 y;
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f32 distance;
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UNK_TYPE unk1;
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Camera* camera;
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Actor* actors[2];
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s32 ret = 0;
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UNK_TYPE unk2;
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camera = ctxt->cameraCtx.activeCameraPtrs[ctxt->cameraCtx.activeCamera];
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distance = CamMath_Distance(pos, &camera->eye);
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if ((distance < distanceMin) || (distanceMax < distance)) {
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func_8013A41C(0x3f);
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ret = 0x3f;
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}
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x = func_8013A504(func_800DFCB4(camera) + rot->x);
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y = func_8013A504(func_800DFCDC(camera) - (s16)(rot->y - 0x7FFF));
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if ((0 < angleError) && ((angleError < x) || (angleError < y))) {
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func_8013A41C(0x3e);
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ret |= 0x3e;
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}
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func_800B4EDC(ctxt, pos, &screenSpace, &distance);
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x = (s16)(screenSpace.x * distance * 160.0f + 160.0f) - 85;
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y = (s16)(screenSpace.y * distance * -120.0f + 120.0f) - 67;
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if ((x < 0) || (0x96 < x) || (y < 0) || (0x69 < y)) {
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func_8013A41C(0x3d);
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ret |= 0x3d;
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}
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if (func_800C576C(&ctxt->colCtx, pos, &camera->eye, &screenSpace, &unk1, 1, 1, 1, 1, &unk2) != 0) {
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func_8013A41C(0x3c);
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ret |= 0x3c;
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}
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actors[0] = actor;
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actors[1] = ctxt->actorCtx.actorList[2].first; // TODO PLAYER macro
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if (func_800E7DCC(ctxt, &ctxt->colCheckCtx, pos, &camera->eye, actors, 2) != 0) {
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func_8013A41C(0x3b);
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ret |= 0x3b;
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}
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if (ret == 0) {
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func_8013A41C(flag);
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}
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return ret;
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}
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