mirror of
https://github.com/zeldaret/st
synced 2026-08-06 18:02:49 -04:00
418954b3cd
* feat: add vtables * fix: compilation issues * fix: actorderived1 data * fix: link * feat: more delink * feat: add MORE functions * feat: decompile functions * feat: advance * feat: improve decompiling * style: improve style * feat: update * feat: update * feat: update * feat: add some matching bytes pausing switching to another actor temporarly * feat: add .data for jp version * refactor: reorder fonctions * feat: update symbols * feat: fix eur build * feat: update Actor_Derived1 symbols * refactor: cleanup * refactor: move UnkAngleStruct * feat: update jp symbols (Yanis)
374 lines
6.6 KiB
C++
374 lines
6.6 KiB
C++
#pragma once
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#include <nitro/math.h>
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//! TODO: find a way to make VecFx32 work in ctor init lists
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struct Vec3p {
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fx32 x, y, z;
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Vec3p(fx32 X, fx32 Y, fx32 Z) {
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x = X;
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y = Y;
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z = Z;
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}
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};
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extern "C" {
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//! TODO: find a way to remove that
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typedef union Vec2sC {
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struct {
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/* 0 */ s16 x;
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/* 2 */ s16 y;
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/* 4 */
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};
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s16 coords[2];
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} Vec2sC;
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}
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union Vec2s {
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struct {
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/* 0 */ s16 x;
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/* 2 */ s16 y;
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/* 4 */
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};
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s16 coords[2];
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void operator=(const Vec2s &from) {
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this->x = from.x;
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this->y = from.y;
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}
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Vec2s() {}
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Vec2s(Vec2s *from) {
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#if __MWERKS__
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this->coords = from->coords;
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#else
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this->x = from->x;
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this->y = from->y;
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#endif
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}
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Vec2s(s16 X, s16 Y) {
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x = X;
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y = Y;
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}
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};
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#define Vec2s_CopyAdd(a, b, dst) Vec2_CopyAdd(Vec2s, a, b, dst)
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#define Vec2s_CopySub(a, b, dst) Vec2_CopySub(Vec2s, a, b, dst)
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#define Vec2s_Set(a, dst) Vec2_Set(a, dst)
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static inline void Vec2s_Clear(Vec2s *dst) {
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Vec2s empty;
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empty.x = 0;
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empty.y = 0;
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#if __MWERKS__
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dst->coords = empty.coords;
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#else
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dst->x = empty.x;
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dst->y = empty.y;
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#endif
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}
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static inline void Vec2s_Add(const Vec2s *a, const Vec2s *b, Vec2s *dst) {
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s16 x = a->x + b->x;
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s16 y = a->y + b->y;
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dst->x = x;
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dst->y = y;
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}
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//! TODO: probably fake
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static inline void Vec2s_Add2(const Vec2s *a, Vec2s *dst) {
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s16 x1, y1, x2, y2;
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x1 = a->x;
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x2 = dst->x;
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y2 = dst->y;
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y1 = a->y;
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x2 += x1;
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dst->x = x2;
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dst->y = (s16) dst->y;
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dst->y += y1;
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}
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static inline void Vec2s_Sub(const Vec2s *a, const Vec2s *b, Vec2s *dst) {
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s16 x = a->x - b->x;
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s16 y = a->y - b->y;
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dst->x = x;
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dst->y = y;
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}
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//! TODO: Vec2s_OffsetAdd and Vec2s_OffsetAdd2 are probably fake?
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static inline void Vec2s_OffsetAdd(Vec2s *a, Vec2s *b, Vec2s *c, Vec2s *dst) {
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s16 y;
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s16 x;
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y = a->y + b->y;
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x = a->x + b->x;
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x += c->x;
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y += c->y;
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dst->x = x;
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dst->y = y;
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}
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static inline void Vec2s_OffsetAdd2(Vec2s *a, Vec2s *b, Vec2s *c, Vec2s *dst) {
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s16 y;
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s16 x;
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y = a->y + b->y;
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x = a->x + b->x;
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y += c->y;
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x += c->x;
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dst->x = x;
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dst->y = y;
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}
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static inline void Vec2s_Copy(const Vec2s *a, Vec2s *dst) {
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#if __MWERKS__
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dst->coords = a->coords;
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#else
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dst->x = a->x;
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dst->y = a->y;
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#endif
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}
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union Vec2us {
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struct {
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/* 0 */ u16 x;
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/* 2 */ u16 y;
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/* 4 */
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};
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u16 coords[2];
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void operator=(const Vec2us &from) {
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this->x = from.x;
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this->y = from.y;
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}
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Vec2us() {}
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Vec2us(u16 X, u16 Y) {
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x = X;
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y = Y;
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}
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Vec2us(Vec2us *pFrom) {
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x = pFrom->x;
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y = pFrom->y;
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}
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};
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#define Vec2us_CopyAdd(a, b, dst) Vec2_CopyAdd(Vec2us, a, b, dst)
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#define Vec2us_CopySub(a, b, dst) Vec2_CopySub(Vec2us, a, b, dst)
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#define Vec2us_Set(a, dst) Vec2_Set(a, dst)
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static inline void Vec2us_Clear(Vec2us *dst) {
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Vec2us empty;
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empty.x = 0;
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empty.y = 0;
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#if __MWERKS__
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dst->coords = empty.coords;
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#else
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dst->x = empty.x;
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dst->y = empty.y;
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#endif
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}
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static inline void Vec2us_Add(const Vec2us *a, const Vec2us *b, Vec2us *dst) {
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u16 x = a->x + b->x;
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u16 y = a->y + b->y;
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dst->x = x;
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dst->y = y;
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}
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static inline void Vec2us_Sub(const Vec2us *a, const Vec2us *b, Vec2us *dst) {
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u16 x = a->x - b->x;
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u16 y = a->y - b->y;
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dst->x = x;
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dst->y = y;
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}
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static inline void Vec2us_Copy(const Vec2us *a, Vec2us *dst) {
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#if __MWERKS__
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dst->coords = a->coords;
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#else
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dst->x = a->x;
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dst->y = a->y;
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#endif
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}
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union Vec2bCpp {
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struct {
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/* 0 */ u8 x;
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/* 2 */ u8 y;
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/* 4 */
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};
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u8 coords[2];
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void operator=(const Vec2bCpp &from) {
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this->x = from.x;
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this->y = from.y;
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}
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Vec2bCpp() {}
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Vec2bCpp(u8 X, u8 Y) {
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x = X;
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y = Y;
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}
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};
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#define Vec2b_CopyAdd(a, b, dst) Vec2_CopyAdd(Vec2bCpp, a, b, dst)
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#define Vec2b_CopySub(a, b, dst) Vec2_CopySub(Vec2bCpp, a, b, dst)
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#define Vec2b_Set(a, dst) Vec2_Set(a, dst)
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static inline void Vec2b_Clear(Vec2bCpp *dst) {
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Vec2bCpp empty;
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empty.x = 0;
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empty.y = 0;
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#if __MWERKS__
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dst->coords = empty.coords;
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#else
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dst->x = empty.x;
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dst->y = empty.y;
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#endif
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}
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static inline void Vec2b_Add(const Vec2bCpp *a, const Vec2bCpp *b, Vec2bCpp *dst) {
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u8 x = a->x + b->x;
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u8 y = a->y + b->y;
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dst->x = x;
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dst->y = y;
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}
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static inline void Vec2b_Sub(const Vec2bCpp *a, const Vec2bCpp *b, Vec2bCpp *dst) {
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u8 x = a->x - b->x;
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u8 y = a->y - b->y;
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dst->x = x;
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dst->y = y;
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}
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static inline void Vec2b_Copy(const Vec2bCpp *a, Vec2bCpp *dst) {
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#if __MWERKS__
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dst->coords = a->coords;
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#else
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dst->x = a->x;
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dst->y = a->y;
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#endif
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}
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union Vec2pCpp {
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struct {
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/* 0 */ fx32 x;
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/* 4 */ fx32 y;
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/* 8 */
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};
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fx32 coords[2];
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void operator=(const Vec2pCpp &from) {
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this->x = from.x;
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this->y = from.y;
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}
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Vec2pCpp() {}
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Vec2pCpp(fx32 X, fx32 Y) {
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x = X;
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y = Y;
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}
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};
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#define Vec2pCpp_CopyAdd(a, b, dst) Vec2_CopyAdd(Vec2pCpp, a, b, dst)
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#define Vec2pCpp_CopySub(a, b, dst) Vec2_CopySub(Vec2pCpp, a, b, dst)
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#define Vec2pCpp_Set(a, dst) Vec2_Set(a, dst)
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static inline void Vec2pCpp_Clear(Vec2pCpp *dst) {
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Vec2pCpp empty;
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empty.x = 0;
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empty.y = 0;
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#if __MWERKS__
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dst->coords = empty.coords;
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#else
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dst->x = empty.x;
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dst->y = empty.y;
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#endif
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}
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static inline void Vec2pCpp_Add(const Vec2pCpp *a, const Vec2pCpp *b, Vec2pCpp *dst) {
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fx32 x = a->x + b->x;
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fx32 y = a->y + b->y;
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dst->x = x;
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dst->y = y;
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}
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static inline void Vec2pCpp_Sub(const Vec2pCpp *a, const Vec2pCpp *b, Vec2pCpp *dst) {
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fx32 x = a->x - b->x;
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fx32 y = a->y - b->y;
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dst->x = x;
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dst->y = y;
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}
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static inline void Vec2pCpp_Copy(const Vec2pCpp *a, Vec2pCpp *dst) {
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#if __MWERKS__
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dst->coords = a->coords;
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#else
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dst->x = a->x;
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dst->y = a->y;
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#endif
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}
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//! TODO: remove
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extern "C" inline Vec2s *Vec2s_New(s16 x, s16 y) {
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Vec2s vec;
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vec.x = x;
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vec.y = y;
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return &vec;
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}
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//! TODO: remove
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extern "C" inline Vec2s *Vec2s_GetCopy(Vec2s *src) {
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Vec2s vec;
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vec.x = src->x;
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vec.y = src->y;
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return &vec;
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}
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union Vec2sb {
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struct {
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/* 0 */ s8 x;
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/* 2 */ s8 y;
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/* 4 */
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};
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s8 coords[2];
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void operator=(const Vec2sb &from) {
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this->x = from.x;
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this->y = from.y;
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}
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Vec2sb() {}
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Vec2sb(u8 X, u8 Y) {
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x = X;
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y = Y;
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}
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};
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struct UnkAngleStruct {
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u16 angle;
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};
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