#include #include void BcCheck3_BgActorInit(BgActor* actor, UNK_TYPE4 param_2) { actor->bgActorId = -1; actor->unk148 = 0; actor->unk14C = 0; actor->unk154 = param_2; actor->bgFlags = 0; } void BgCheck3_LoadMesh(GlobalContext* ctxt, BgActor* actor, BgMeshHeader* meshHeader) { BgMeshHeader* header; header = NULL; BgCheck_RelocateMeshHeader(meshHeader, &header); actor->bgActorId = BgCheck_AddActorMesh(ctxt, &ctxt->bgCheckContext.dyna, actor, header); } void BgCheck3_ResetFlags(BgActor* actor) { actor->bgFlags = 0; } void func_800CAE88(BgActor* actor) { actor->bgFlags |= 1; } void func_800CAE9C(BgActor* actor) { actor->bgFlags |= 2; } void func_800CAEB0(BgCheckContext* bgCtxt, s32 index) { BgActor* actor; actor = BgCheck_GetActorOfMesh(bgCtxt, index); if (actor != (BgActor *)0x0) { func_800CAE9C(actor); } } void func_800CAEE0(BgActor* actor) { actor->bgFlags |= 4; } void func_800CAEF4(BgCheckContext* bgCtxt, s32 index) { BgActor* actor; actor = BgCheck_GetActorOfMesh(bgCtxt, index); if (actor != (BgActor *)0x0) { func_800CAEE0(actor); } } void func_800CAF24(BgActor* actor) { actor->bgFlags |= 8; } void func_800CAF38(BgActor* actor) { actor->bgFlags |= 0x10; } s32 func_800CAF4C(BgActor* actor) { if (actor->bgFlags & 1) { return 1; } else { return 0; } } s32 func_800CAF70(BgActor* actor) { if (actor->bgFlags & 2) { return 1; } else { return 0; } } s32 func_800CAF94(BgActor* actor) { if (actor->bgFlags & 4) { return 1; } else { return 0; } } s32 func_800CAFB8(BgActor* actor) { if (actor->bgFlags & 8) { return 1; } else { return 0; } } s32 func_800CAFDC(BgActor* actor) { if (actor->bgFlags & 0x10) { return 1; } else { return 0; } }