mirror of
https://github.com/zeldaret/ss
synced 2026-06-18 23:36:40 -04:00
0f9ef3d33c
* Some main dol actor splits and code * Match dAcOsw_c * diff clean * Fix * dTgSw_c OK
37 lines
872 B
C++
37 lines
872 B
C++
#ifndef ACTOR_COLLISION_H
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#define ACTOR_COLLISION_H
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#include <d/a/obj/d_a_obj_base.h>
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#include <m/m_vec.h>
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#include <m/m_mtx.h>
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class ActorCollision {
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public:
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ActorCollision();
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~ActorCollision();
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void* create(void *dzbData, void *plcData, bool b, const mMtx_c &mtx, const mVec3_c &vec);
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void* create(void *dzbData, void *plcData, bool b, const mMtx_c &mtx, const mVec3_c &vec, void *callback) {
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void* result = create(dzbData, plcData, b, mtx, vec);
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multMatrix = callback;
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return result;
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}
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void execute();
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u8 field_0x00[0x1FC - 0x000];
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/* 0x1FC */ void *multMatrix;
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/* 0x200 */ void *interactFunc;
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/* 0x204 */ u8 field_0x204[0x210 - 0x204];
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};
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class CollisionCheckContext {
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public:
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static CollisionCheckContext* get();
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void registerActorBgCollision(ActorCollision&, dAcObjBase_c*);
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};
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#endif
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