mirror of
https://github.com/zeldaret/ph
synced 2026-05-23 15:01:37 -04:00
Fix build errors
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@@ -1,6 +1,6 @@
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#pragma once
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#include <nds/math.H>
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#include <nds/math.h>
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#include "Physics/AABB.hpp"
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#include "global.h"
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+14
-14
@@ -342,7 +342,7 @@ ARM bool Actor::vfunc_4c(unk32 *param1) {
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}
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ARM bool Actor::IsNearLink() {
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Vec3p playerPos = gPlayerPos;
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Vec3p playerPos = *gPlayerPos;
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q20 z = playerPos.z;
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q20 dx = abs(playerPos.x - mPos.x);
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@@ -375,7 +375,7 @@ ARM bool Actor::func_ov00_020c1da0(s32 param1, Vec3p *param2) {
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if (param2) {
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vec = *param2;
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} else {
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Vec3p_Sub(&gPlayerPos, &mPrevPos, &vec);
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Vec3p_Sub(gPlayerPos, &mPrevPos, &vec);
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}
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return gPlayer->vfunc_30(mUnk_124, &vec, param1);
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@@ -389,7 +389,7 @@ ARM bool Actor::func_ov00_020c1e2c(s32 param1, Vec3p *param2) {
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if (param2) {
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vec = *param2;
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} else {
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Vec3p_Sub(&gPlayerPos, &mPrevPos, &vec);
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Vec3p_Sub(gPlayerPos, &mPrevPos, &vec);
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}
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Cylinder hitbox;
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@@ -421,7 +421,7 @@ ARM bool Actor::func_ov00_020c1fc8(PlayerCollide flags) {
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bool result = false;
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if (mHitbox.size >= 0) {
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Vec3p vecFromPlayer;
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Vec3p_Sub(&mPos, &gPlayerPos, &vecFromPlayer);
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Vec3p_Sub(&mPos, gPlayerPos, &vecFromPlayer);
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if (this->CollidesWithPlayer(flags & PlayerCollide_Sword)) {
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Knockback knockback;
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knockback.mUnk_00 = gPlayer->EquipItem_vfunc_2c();
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@@ -469,7 +469,7 @@ ARM bool Actor::func_ov00_020c1fc8(PlayerCollide flags) {
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ARM bool Actor::CollidesWithShield(Cylinder *param1) {
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Vec3p vecFromPlayer;
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Vec3p_Sub(&mPos, &gPlayerPos, &vecFromPlayer);
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Vec3p_Sub(&mPos, gPlayerPos, &vecFromPlayer);
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s32 currAngle = gPlayerAngle;
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s32 angle = Atan2(vecFromPlayer.x, vecFromPlayer.z);
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s32 angleDiff = (s16) angle - currAngle;
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@@ -641,13 +641,13 @@ ARM q20 Actor::XzDistanceTo(Vec3p *vec) {
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}
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ARM q20 Actor::DistanceToLink() {
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return Vec3p_Distance(&mPos, &gPlayerPos);
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return Vec3p_Distance(&mPos, gPlayerPos);
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}
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ARM q20 Actor::XzDistanceToLink() {
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Vec3p src;
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Vec3p_CopyXZ(&mPos, &src);
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Vec3p dest = gPlayerPos;
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Vec3p dest = *gPlayerPos;
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dest.y = 0;
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return Vec3p_Distance(&src, &dest);
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@@ -665,7 +665,7 @@ ARM s16 Actor::GetAngleTo(Vec3p *vec) {
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}
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ARM s32 Actor::GetAngleToLink() {
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return this->GetAngleTo(&gPlayerPos);
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return this->GetAngleTo(gPlayerPos);
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}
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extern "C" void func_0202d95c(Vec3p *param1, q20 param2);
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@@ -745,7 +745,7 @@ ARM bool Actor::func_ov00_020c2c70() {
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this->GetLinkPos(&pos);
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Vec3p_Sub(&pos, &mPos, &vel);
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} else {
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Vec3p_Sub(&gPlayerPos, &mPos, &vel);
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Vec3p_Sub(gPlayerPos, &mPos, &vel);
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}
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}
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Vec3p_Add(&mPos, &vel, &mPos);
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@@ -787,7 +787,7 @@ ARM bool Actor::func_ov00_020c2de4() {
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func_0202d95c(&vel, FLOAT_TO_Q20(1.0));
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}
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} else {
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Vec3p_Sub(&gPlayerPos, &mPos, &vel);
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Vec3p_Sub(gPlayerPos, &mPos, &vel);
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}
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Vec3p_Add(&mPos, &vel, &mPos);
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mVel = vel;
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@@ -870,7 +870,7 @@ ARM bool Actor::func_ov00_020c3094() {
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Vec3p pos, prevPos;
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Vec3p_Copy(&mPos, &pos);
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Vec3p_Copy(&mPrevPos, &prevPos);
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s32 unk1 = gMapManager->func_ov00_02083ef8(&pos, &prevPos, 0);
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s32 unk1 = gMapManager->func_ov00_02083ef8(&pos, &prevPos);
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if (mPos.y <= unk1) {
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result = true;
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mPos.y = unk1;
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@@ -896,7 +896,7 @@ ARM bool Actor::func_ov00_020c313c(u32 param1) {
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ARM void Actor::func_ov00_020c3158() {
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if (mUnk_03c < 0) return;
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gMapManager->func_ov00_02084c5c(mUnk_03c, 1);
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gMapManager->SetMapDataFlag1(mUnk_03c, 1);
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}
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ARM void Actor::Kill() {
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@@ -937,7 +937,7 @@ ARM void Actor::GetLinkPos(Vec3p *result) {
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if (gPlayerLink != NULL && gPlayerLink->GetCurrentCharacter() != PlayerCharacter_Link) {
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return this->GetLinkDummyPos(result);
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}
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*result = gPlayerPos;
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result = gPlayerPos;
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}
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ARM void Actor::GetLinkDummyPos(Vec3p *result) {
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@@ -948,7 +948,7 @@ ARM void Actor::GetLinkDummyPos(Vec3p *result) {
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*result = dummy->mPos;
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return;
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}
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*result = gPlayerPos;
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result = gPlayerPos;
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}
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Actor_UnkStruct_09c::Actor_UnkStruct_09c() {
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@@ -254,7 +254,7 @@ ARM bool ItemManager::func_ov00_020ad790(unk32 param1) {
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}
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ItemFlag equipId = mForcedItem;
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bool unk2 = !gMapManager->func_ov00_020849f8(equipId);
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bool unk2 = !gMapManager->func_ov00_020849f8();
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if (mEquippedItem != ItemFlag_None && (unk2 || (u32) mEquippedItem - 9 <= 1) &&
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(gPlayerLink == 0 || gPlayerLink->func_ov000_020bbd80(param1)) && this->HasItem(mEquippedItem))
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{
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@@ -70,8 +70,8 @@ void MapBase::AddTrigger(TriggerParams *param_2) {}
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void TriggerBase::vfunc_08() {}
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s32 MapBase::GetTriggerBoundingBox(unk32 param_2, AABB *param_3) {}
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bool TriggerBase::GetBoundingBox(AABB *bbox) {}
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unk8 MapBase::GetTriggerBoundingBoxes(unk32 param_2, AABB *param_3, unk32 param_4) {}
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unk32 MapBase::GetOverlappingTrigger(Vec3p *param_2) {}
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s32 MapBase::GetTriggerBoundingBoxes(s32 param_2, AABB *param_3, s32 param_4) {}
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bool MapBase::GetOverlappingTrigger(Vec3p *param_2) {}
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bool TriggerBase::Overlaps(Vec3p *point) {}
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unk8 MapBase::FindTrigger(unk32 type) {}
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unk8 MapBase::GetOverlappingTriggers(Vec3p *param_2, TriggerBase **triggers, unk32 capacity) {}
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Regular → Executable
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