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LinkStateInteract (#135)
* Map symbol in Game * LinkStateInteract 19% * DebugHierarchy -> Bhio * LinkStateInteract 89% * LinkStateInteract 93% * Japanese strings * Fix build * Fix regression * Fix regressions * Rename BhioBase.cpp
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@@ -24,8 +24,8 @@ typedef s16 q4;
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#define DIV_Q20(a, b) (((a) << 12) / (b))
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#define DEG_TO_ANG(n) ((n) * 0x10000 / 360)
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#define SIN(n) (gSinCosTable[2 * ((n) >> 4)])
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#define COS(n) (gSinCosTable[2 * ((n) >> 4) + 1])
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#define SIN(n) (FX_SinCosTable_[2 * ((n) >> 4)])
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#define COS(n) (FX_SinCosTable_[2 * ((n) >> 4) + 1])
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u32 func_01ff9f3c(s32 a, s32 b);
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s32 FX_Atan2Idx(s32 x, s32 y);
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@@ -49,7 +49,7 @@ u32 CoRemainder(u32 a, u32 b);
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bool Approach(unk32 *src, unk32 dest, unk32 step);
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bool Approach_thunk(unk32 *src, unk32 dest, unk32 step);
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extern q4 gSinCosTable[];
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extern q4 FX_SinCosTable_[];
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typedef struct {
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/* 0 */ s16 x;
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@@ -121,6 +121,7 @@ bool Vec3p_TryNormalize(Vec3p *vec);
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q20 Vec3p_DistanceSquared(Vec3p *a, Vec3p *b);
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void Vec3p_Scale(Vec3p *vec, q20 scale);
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bool Vec3p_CalculateNormal(Vec3p *vec, Vec3p *a, Vec3p *b, Vec3p *c);
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void Vec3p_SetLength(Vec3p *vec, q20 len, Vec3p *out);
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inline void Vec3p_Rotate(Vec3p *vec, q20 sin, q20 cos, Vec3p *out) {
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out->x += MUL_Q20(vec->z, sin);
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