mirror of
https://github.com/zeldaret/oot
synced 2026-08-11 11:33:21 -04:00
z_collision_check.c (#73)
* func_8005B280 ok * func_8005B65C OK * split out func_8005BD50 * func_8005B7C0 OK * func_8005B7F4 OK * func_8005B824 OK * func_8005B860 ok * improve sanity * func_8005B6B0 ok, ColliderInit_Actor structs added * func_8005B884 ok * func_8005BBF8 ok, split out func_8005BF50 * split more stuff out of func_8005C050.s * func_8005C050 OK * func_8005BA30 fakish OK, func_8005BAD8 real OK * func_8005BB48 OK, func_8005BA84 almost decomp'd, but type issues * func_8005BB10 Ok * func_8005BF50 OK * func_8005BE50 OK * func_8005BD50 OK * func_8005BCC8 Ok * func_8005BC28 * func_8005BB8C func_8005BBB0 func_8005BBD4 Ok * save my work commit * func_8005C2BC fake OK * func_8005C5B0 ok * func_8005C608 ok * func_8005C6C0 ok * func_8005C6F8 ok * func_8005C730 ok * func_8005C774 func_8005C798 func_8005C7BC OK * func_8005C7E0 ok, func_8005C810 split * func_8005C810 OK * func_8005C8C8 ok * func_8005C964 OK * func_8005CA88 ok * func_8005CBAC ok * func_8005C124 func_8005C1AC func_8005C234 func_8005CC98 OK * func_8005CD34 func_8005CDD0 Ok * func_8005CE6C ok * func_8005CEC4 ok * func_8005CEDC ok * func_8005CF90 Ok * standardize type names/vars more * func_8005D3BC ok * func_8005D40C OK, z64.h CollisionCheckContext * func_8005D4B4 func_8005D4C8 ok * partial data section migration * improve function documentation, OT->OC * Actor_CollisionCheck_SetOC ok * Actor_CollisionCheck_SetAT Actor_CollisionCheck_SetAC Ok * func_8005BA84 ok * func_800611A0 ok * func_80061274 ok * clean up func_80061274 * func_8006139C ok * func_8005E9C0 and dependencies OK * minor cleanup to func_8005E9C0 * func_8005EC6C OK! * func_8005E81C ok * func_8005E604 ok * func_8005E2EC func_8005E4F8 OK * func_8005DE9C OK func_8005D8AC disassembled * func_8006146C func_8006268C ok * func_8005EEE0 ok * func_8005F17C * func_8005F39C ok * func_8005F5B0 decompiled, not matching * func_8005F7D0 decomp, func_8005D218 and func_8005D324 OK * func_8005FA30 ok, split more functions * func_8005FC04 ok * func_8005FDCC k * func_8005FF90 OK OK OK * func_80060204 dead * func_800604B0 ok * func_80060704 func_80060994 ok, func_80060C2C somewhat disassembled. AT to AC matrix doneish * func_800635D0 ok, func_80062ECC not so much * OcLine oks * D_8011DF28 functions disassembled * D_8011DF5C functions OK * setAT_SAC. setAC_SAC, setOC_SAC OK * func_80061C98 decompiled, func_80061BF4, func_80061C18 OK * func_800617D4 ok, func_800614A4 disassembled * CollisionCheck_OC D_8011DFAC functions OK * func_80062530 ok * CollisionCheck_generalLineOcCheck subfunctions OK * func_800622E4 ok * after a long fought battle, func_80061F64 has fallen. * func_800628A4 disassembled * func_800627A0 func_8006285C OK * ActorCollider_Cylinder_Update, func_80062718, func_80062734 ok * func_80062CD4 decompiled, import EffShield/EffSpark types from MM * various SubActor98 struct functions OK * func_8005D4DC func_8005D62C ok * .data section migrated, more OKs, fix NON_MATCHINGs to use effect structs * func_80060C2C ok * minor code tweaks * func_80061C98 ok somehow * Attempt to fix some unknowns, move types out of z64actor, add set3 ColliderInit types * Apply changes * formatting * tweak a couple function names * krim changes, func naming * missed some things * function renames * Implement GenColliderInit.py utility * Implement pr changes, GenColliderInit.py, DamageTable.py, z_collision_btltbls.c fully matching * func_800614A4 ok * Implement Roman's fixes, name Collider unknowns, rename COLTYPE -> COLSHAPE and define new COLTYPE * collisionCheckCtx -> colChkCtx, fix small things
This commit is contained in:
+22
-122
@@ -60,14 +60,26 @@ typedef struct {
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} ActorOverlay; // size = 0x20
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typedef struct {
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struct {
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char damage : 4;
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char effect : 4;
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} attack[32];
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} ActorDamageChart;
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u8 table[32];
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} DamageTable;
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typedef struct {
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/* 0x00 */ ActorDamageChart* damageChart; // For actors which contain a damage chart (example: Stalfos)...
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/* 0x00 */ u8 health;
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/* 0x02 */ s16 unk_02;
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/* 0x04 */ s16 unk_04;
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/* 0x06 */ u8 mass;
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} CollisionCheckInfoInit;
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typedef struct {
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/* 0x00 */ u8 health;
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/* 0x02 */ s16 unk_02;
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/* 0x04 */ s16 unk_04;
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/* 0x06 */ s16 unk_06;
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/* 0x08 */ u8 mass;
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} CollisionCheckInfoInit2;
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typedef struct {
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/* 0x00 */ DamageTable* damageTable; // For actors which contain one (example: Stalfos)...
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/* 0x04 */ Vec3f displacement; // Amount to correct velocity (0x5C) by when colliding into a body
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/* 0x10 */ s16 unk_10;
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/* 0x12 */ s16 unk_12;
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@@ -76,9 +88,9 @@ typedef struct {
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/* 0x17 */ u8 health;
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/* 0x18 */ u8 damage; // Amount to decrement health by
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/* 0x19 */ u8 damageEffect; // Stores what effect should occur when hit by a weapon
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/* 0x1A */ u8 impactEffect; // Maybe? set on deku nut when deku nut collides with gossip stone
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/* 0x1B */ u8 unk_1B;
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} SubActorStruct98; // size = 0x1C
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/* 0x1A */ u8 atHitEffect; // Stores what effect should occur when AT connects with an AC
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/* 0x1B */ u8 acHitEffect; // Stores what effect should occur when AC is touched by an AT
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} CollisionCheckInfo; // size = 0x1C
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typedef struct {
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/* 0x00 */ Vec3s rot; // Current actor shape rotation
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@@ -121,7 +133,7 @@ typedef struct Actor {
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/* 0x08C */ f32 waterSurfaceDist;
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/* 0x090 */ f32 xzDistanceFromLink;
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/* 0x094 */ f32 yDistanceFromLink;
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/* 0x098 */ SubActorStruct98 sub_98;
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/* 0x098 */ CollisionCheckInfo colChkInfo;
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/* 0x0B4 */ ActorShape shape;
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/* 0x0CC */ Vec3f unk_CC[2];
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/* 0x0E4 */ Vec3f unk_E4; // Stores result of some vector transformation involving actor xyz vector, and a matrix at Global Context + 11D60
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@@ -161,118 +173,6 @@ typedef struct Actor {
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/* From here on, the structure and size varies for each actor */
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} Actor; // size = 0x14C
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typedef struct {
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/* 0x00 */ u8 health;
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/* 0x02 */ s16 unk_02;
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/* 0x04 */ s16 unk_04;
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/* 0x06 */ u8 mass;
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} Sub98Init4;
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typedef struct {
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/* 0x00 */ u8 health;
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/* 0x02 */ s16 unk_10;
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/* 0x04 */ s16 unk_12;
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/* 0x06 */ u16 unk_14;
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/* 0x08 */ u8 mass;
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} Sub98Init5;
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typedef enum {
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COLTYPE_CYLINDER = 1,
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COLTYPE_CYLINDER_GROUP = 0,
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COLTYPE_QUAD = 3,
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COLTYPE_TRIANGLE_GROUP = 2
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} ColliderType;
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typedef struct {
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/* 0x00 */ Actor* actor;
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/* 0x04 */ Actor* at;
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/* 0x08 */ Actor* ac;
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/* 0x0C */ Actor* ot;
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/* 0x10 */ u8 colliderFlags; /* Compared to 0x11 */
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/* 0x11 */ u8 collideFlags; /* Compared to 0x10 */
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/* 0x12 */ u8 maskA; /* Bitwise-and compared to 0x13 */
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/* 0x13 */ u8 maskB; /* Bitwise-and compared to 0x12 */
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/* 0x14 */ u8 unk_14;
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/* 0x15 */ u8 type; /* Cylinder Collection, Cylinder, Triangle Collection, Quad */
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} Collider; // size = 0x18
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typedef struct {
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/* 0x00 */ s32 flags; /* Toucher Attack Identifier Flags */
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/* 0x04 */ u8 unk_04;
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/* 0x05 */ u8 damage; /* Damage or Stun Timer */
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} ColliderTouch; // size = 0x08
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typedef struct {
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/* 0x00 */ s32 flags; /* Collision Exclusion Mask */
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/* 0x04 */ u8 effect; /* Damage Effect (Knockback, Fire, etc.) */
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/* 0x05 */ u8 unk_05;
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/* 0x06 */ s16 unk_06;
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/* 0x08 */ s16 unk_08;
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/* 0x0A */ s16 unk_0A;
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} ColliderBump; // size = 0x0C
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typedef struct ColliderBody {
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/* 0x00 */ ColliderTouch toucher;
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/* 0x08 */ ColliderBump bumper;
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/* 0x14 */ u8 flags;
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/* 0x15 */ u8 toucherFlags;
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/* 0x16 */ u8 bumperFlags;
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/* 0x17 */ u8 flags2;
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/* 0x18 */ s32 unk_18;
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/* 0x1C */ struct ColliderBodyEntry* colBuf;
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/* 0x20 */ s32 unk_20;
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/* 0x24 */ struct ColliderBody* colliding;
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} ColliderBody; // size = 0x28
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typedef struct ColliderBodyEntry {
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/* 0x00 */ ColliderBody c;
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/* 0x28 */ char unk_28[0x18];
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} ColliderBodyEntry; // size = 0x40
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typedef struct {
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/* 0x00 */ u8 bodyFlags;
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/* 0x01 */ u8 unk_09[0x3]; /* 000000 */
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/* 0x04 */ s32 toucherMask; /* Attack Toucher Exclusion Mask */
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/* 0x08 */ u8 bumperEffect; /* Damage Effect (Knockback, Fire, etc.) */
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/* 0x09 */ u8 toucherDamage; /* Damage Amount or Stun Timer */
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/* 0x0A */ u8 unk_12[0x2]; /* 0000 */
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/* 0x0C */ s32 bumperMask; /* Bumper Exclusion Mask */
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/* 0x10 */ u8 unk_18[0x4]; /* 00000000 */
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/* 0x14 */ u8 toucherFlags; /* Attack Toucher Flags */
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/* 0x15 */ u8 bumperFlags; /* Bumper Flags */
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/* 0x16 */ u8 bodyFlags2;
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/* 0x17 */ u8 unk_1F; /* 00 */
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} ColliderBodyInfoInner; // size = 0x1A
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typedef struct {
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/* 0x00 */ u8 unk_00;
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/* 0x01 */ u8 colliderFlags; /* Collider Flags */
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/* 0x02 */ u8 collideFlags; /* Collide Flags */
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/* 0x03 */ u8 maskA; /* Bitwise-And with Mask B */
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/* 0x04 */ u8 maskB; /* Bitwise-And with Mask A */
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/* 0x05 */ u8 type; /* Collider Type */
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/* 0x06 */ u8 unk_06[0x2]; /* 0000 */
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} ColliderBodyInfo; // size = 0x08
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typedef struct {
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/* 0x00 */ s16 radius; /* Cylinder Radius */
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/* 0x02 */ s16 height; /* Cylinder Height */
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/* 0x04 */ s16 yShift; /* Shift Cylinder on Y Axis */
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/* 0x06 */ Vec3s position; /* {X, Y, Z} position of Cylinder */
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} ColliderDimensions; // size = 0xC
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typedef struct {
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/* 0x00 */ Collider base;
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/* 0x18 */ ColliderBody body;
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/* 0x40 */ ColliderDimensions dim;
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} ColliderCylinderMain; // size = 0x4C
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typedef struct {
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/* 0x00 */ ColliderBodyInfo body;
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/* 0x08 */ ColliderBodyInfoInner inner;
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/* 0x22 */ ColliderDimensions dim;
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} ColliderCylinderInit; // size = 0x2E
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typedef struct {
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/* 0x00 */ Actor* actor;
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/* 0x04 */ char unk_04[0x10];
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