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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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@@ -2,7 +2,6 @@
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#include "d/a/d_a_player.h"
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SPECIAL_ACTOR_PROFILE(OBJ_FAIRY, dAcObjFairy_c, fProfile::OBJ_FAIRY, 0x166, 0, 2);
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STATE_DEFINE(dAcObjFairy_c, Wait);
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@@ -53,7 +52,8 @@ int dAcObjFairy_c::draw() {
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if (!isCuring()) {
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static mQuat_c rot(0.0f, 0.0f, 0.0f, 10.0f);
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drawShadow(mShadow, nullptr, mWorldMtx, &rot, -1, -1, -1, -1, -1, position.y - field_0x4B0);
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f32 f = field_0x4B0;
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drawShadow(mShadow, nullptr, mWorldMtx, &rot, -1, -1, -1, -1, -1, position.y - f);
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}
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}
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@@ -96,14 +96,13 @@ void dAcObjFairy_c::executeState_CatchDemo() {
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}
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void dAcObjFairy_c::finalizeState_CatchDemo() {
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field_0xB89 = 0;
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// TODO collision
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mObjectActorFlags &= ~0x00000200;
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}
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bool dAcObjFairy_c::shouldAvoidLink() const {
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// TODO shuffles
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if (dAcPy_c::LINK->isUsingBugnet()) {
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const mVec3_c &bugNetPos = dAcPy_c::LINK->getBugNetPos();
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const mVec3_c dist = bugNetPos - position;
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mVec3_c dist = dAcPy_c::LINK->getBugNetPos() - position;
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bool isClose = false;
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if (dist.mag() < 100.0f && velocity.dot(dist) > 0.0f) {
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isClose = true;
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