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Rough dynamic collision setup (#24)
* Rough collider shape setup * d_a_obj_toD3_stone_figure OK * Cleanup * Cleanup 2
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@@ -2,11 +2,14 @@
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#define D_A_OBJ_BASE_H
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#include "d/a/d_a_base.h"
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#include "m/m_angle.h"
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#include "m/m_mtx.h"
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#include "m/m3d/m_smdl.h"
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#include "m/m3d/m_shadow.h"
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#include "m/m_vec.h"
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#include "m/types_m.h"
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#include "nw4r/g3d/g3d_resfile.h"
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#include "toBeSorted/cc/d_cc_d.h"
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// Size: 0xA8
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struct ActorCarryStruct {
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@@ -21,7 +24,7 @@ struct ActorCarryStruct {
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/* 0x58 */ mMtx_c field_0x58;
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/* 0x88 */ s32 isCarried;
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/* 0x8C */ u8 field_0x8C[0x10]; // mQuat_c
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/* 0x9C */ void *dtor; // ???
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/* 0x9C */ void *dtor; // ???
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/* 0xA0 */ u32 field_0xA0;
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/* 0xA4 */ u32 field_0xA4;
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@@ -57,11 +60,12 @@ public:
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/* 0x1A8 */ f32 field_0x1A8;
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/* 0x1AC */ u32 mObjectActorFlags;
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u8 unk_0x1B0[0x1E8 - 0x1B0];
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u8 unk_0x1B0[0x1C0 - 0x1B0];
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/* 0x1E8 */ mVec3_c posIncrements;
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/* 0x1C0 */ UnkCCDStruct mCCdStruct;
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u8 unk_0x1F4[0x210 - 0x1F4];
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mVec3_c mStartingPos;
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mAng3_c mStartingRot;
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/* 0x210 */ ActorCarryStruct mActorCarryInfo;
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@@ -136,7 +140,7 @@ protected:
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// Actors' createHeap functions often have patterns that can be matched with this macro
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#define TRY_CREATE(thing) do { bool result = (thing); if (!result) return result; } while (0)
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// Use this in actors' createHeap functions
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#define CREATE_ALLOCATOR(className) do { if (!initAllocatorWork1Heap(-1, #className "::m_allocator", 0x20)) { return FAILED; } } while (0)
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#endif
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