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Updated CC collision (#80)
* c_cc_d soooo close * d_cc_shape_colliders -> d_cc_d * ported over changes from #43 * Oops, didnt save * use better collision functions in bombf * bombf fixes * bombf actorPostCreate matching * fix * small fix for cCcD_UnkAttr Set function * more cleanup(?) for c_cc_d * d_cc_mass_s OK * Initial d_cc_s setup * some easy funcs --------- Co-authored-by: robojumper <robojumper@gmail.com>
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@@ -424,7 +424,7 @@ f32 dAcBase_c::getSquareDistToPlayer() {
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// Some weirdness with the float registers being used
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// 8002d4b0
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void dAcBase_c::updateRoomId(f32 yOffset) {
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if (getConnectParent()->profile_name != 701 /* fProfile::PROFILE_NAME_e::ROOM */) {
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if (getConnectParent()->profile_name != fProfile::ROOM) {
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mVec3_c actorPos(position.x, position.y + yOffset, position.z);
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if (checkCollision(&actorPos)) {
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