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https://github.com/zeldaret/ss
synced 2026-08-18 13:42:45 -04:00
porgress
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@@ -65,23 +65,29 @@ public:
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/** fn_293_4200 */
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void fn_293_4200();
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/** fn_293_45A0 */
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/** Check to see if the Barrel should break */
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bool fn_293_45A0();
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/** fn_293_4A90 */
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bool fn_293_4A90(const mAng &);
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/** fn_293_4BC0 */
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/** Checks if On Lava or Sink Sand */
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bool fn_293_4BC0();
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/** Checks if On Lava */
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bool fn_293_4C20() const;
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/** fn_293_4C60 */
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bool fn_293_4C60();
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/** fn_293_4D00 */
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/** Check to see if its below some range */
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bool fn_293_4CE0() const;
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/** Check to see if its being moved. (like Conveyor) */
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bool fn_293_4D00();
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/** fn_293_4ED0 */
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bool fn_293_4ED0();
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/** Check to see if it is being moved upwards? */
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bool fn_293_4ED0() const;
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/** fn_293_4F80 */
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bool fn_293_4F80();
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@@ -89,12 +95,18 @@ public:
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/** fn_293_50B0 */
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bool fn_293_50B0();
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/** fn_293_5150 */
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bool fn_293_5150();
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/** Perform Timeslip */
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void fn_293_5150();
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/** fn_293_5360 */
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void fn_293_5360();
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/** fn_293_5440 */
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void fn_293_5440();
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/** fn_293_54D0 */
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void fn_293_54D0();
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/** fn_293_5850 */
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void fn_293_5850(f32 *, bool);
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@@ -151,7 +163,7 @@ private:
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/* 0xD80 */ mQuat_c quat_0xD80;
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/* 0xD90 */ mQuat_c quat_0xD90;
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/* 0xDA0 */ mQuat_c quat_0xDA0;
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/* 0xDB0 */ u8 _DB0[0xDBC - 0xDB0];
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/* 0xDB0 */ mVec3_c field_0xDB0; //< player direction vector
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/* 0xDBC */ mVec3_c field_0xDBC;
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/* 0xDC8 */ mVec3_c field_0xDC8;
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/* 0xDD4 */ f32 field_0xDD4;
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@@ -162,8 +174,12 @@ private:
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/* 0xDEE */ mAng field_0xDEE;
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/* 0xDF0 */ mAng field_0xDF0;
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/* 0xDF2 */ mAng field_0xDF2;
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/* 0xDF4 */ u8 _DF4[0xDFE - 0xDF4];
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/* 0xDF4 */ u16 field_0xDFE;
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/* 0xDF4 */ mAng field_0xDF4;
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/* 0xDF6 */ mAng field_0xDF6;
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/* 0xDF8 */ mAng field_0xDF8;
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/* 0xDFA */ mAng field_0xDFA;
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/* 0xDFC */ u16 field_0xDFC;
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/* 0xDFE */ u16 field_0xDFE;
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/* 0xE00 */ bool field_0xE00; //< Can Damage ?
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/* 0xE01 */ bool field_0xE01;
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/* 0xE02 */ bool field_0xE02;
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@@ -176,8 +192,8 @@ private:
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/* 0xE09 */ bool field_0xE09; //< for OBJ_VSD Present
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/* 0xE0A */ bool field_0xE0A;
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/* 0xE0B */ bool field_0xE0B;
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/* 0xE0C */ bool field_0xE0C;
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/* 0xE0D */ bool field_0xE0D;
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/* 0xE0C */ bool field_0xE0C; //< Timeslip Active
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/* 0xE0D */ bool field_0xE0D; //< Timeslip_rev Active
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/* 0xE0E */ bool field_0xE0E;
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/* 0xE0F */ u8 mType;
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/* 0xE10 */ u8 field_0xE10;
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@@ -113,14 +113,18 @@ public:
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return mYOffset;
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}
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bool checkStopped() const {
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return getVelocityMag() <= EGG::Math<f32>::epsilon();
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bool isFullyStopped(f32 speed = EGG::Math<f32>::epsilon()) const {
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return getVelocityMag() <= speed;
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}
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bool checkSlower(f32 speed) const {
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bool isSpeedStopped(f32 speed = EGG::Math<f32>::epsilon()) const {
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return std::fabsf(mSpeed) <= speed;
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}
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bool isVerticalSpeedStopped(f32 speed = EGG::Math<f32>::epsilon()) const {
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return std::fabsf(mVelocity.y) <= speed;
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}
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bool checkYOffsetField_0x100() const {
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return mYOffset <= field_0x100;
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}
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@@ -205,7 +209,7 @@ public:
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u32 roomId
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);
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void fn_8002efa0();
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bool fn_8002eff0(f32 *, s16 *, f32 *, f32 *, f32 *);
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bool fn_8002eff0(const f32 &, const s16 &, cCcD_Obj *, const f32 &, const f32 &);
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void createChildAttached2(
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fProfile::PROFILE_NAME_e actorId, u32 params1, mVec3_c *pos, mAng3_c *rot, mVec3_c *scale, u32 params2,
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u32 roomId
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@@ -6,13 +6,11 @@
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#include "d/col/bg/d_bg_w.h"
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#include "d/col/cc/d_cc_d.h"
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#include "d/d_shadow.h"
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#include "d/flag/sceneflag_manager.h"
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#include "m/m3d/m_smdl.h"
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#include "m/m_angle.h"
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#include "m/m_vec.h"
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#include "nw4r/g3d/res/g3d_resfile.h"
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#include "s/s_State.hpp"
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#include "s/s_StateMgr.hpp"
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class dAcOChair_c : public dAcObjBase_c {
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public:
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