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https://github.com/zeldaret/tmc
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Renaming according to review
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+8
-8
@@ -7,8 +7,8 @@
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#include "room.h"
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#include "functions.h"
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const u8 gEntityOnTopArray[];
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const u8 gEntityBelowArray[];
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const u8 gSpriteSortAboveTable[];
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const u8 gSpriteSortBelowTable[];
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const u8 gUnk_08114F58[];
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const u8 gUnk_08114F38[];
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@@ -360,11 +360,11 @@ void sub_0806FA90(Entity* source, Entity* target, s32 offsetX, s32 offsetY) {
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}
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void SortEntityAbove(Entity* param_1, Entity* param_2) {
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param_2->spritePriority.b0 = gEntityOnTopArray[param_1->spritePriority.b0];
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param_2->spritePriority.b0 = gSpriteSortAboveTable[param_1->spritePriority.b0];
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}
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void SortEntityBelow(Entity* param_1, Entity* param_2) {
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param_2->spritePriority.b0 = gEntityBelowArray[param_1->spritePriority.b0];
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param_2->spritePriority.b0 = gSpriteSortBelowTable[param_1->spritePriority.b0];
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}
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void sub_0806FB00(Entity* ent, u32 param_1, u32 param_2, u32 param_3) {
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@@ -474,7 +474,7 @@ u32 sub_0806FCAC(Entity* this, Entity* other) {
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return sub_0806F5B0(GetFacingDirection(this, other));
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}
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u32 isEntityWithinDistance(Entity* ent, s32 x, s32 y, s32 distance) {
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u32 EntityWithinDistance(Entity* ent, s32 x, s32 y, s32 distance) {
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return PointInsideRadius(ent->x.HALF.HI - x, ent->y.HALF.HI - y, distance);
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}
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@@ -515,7 +515,7 @@ bool32 sub_0806FD54(Entity* this) {
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if ((gPlayerState.flags & 0x800000) == 0) {
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rv = 0;
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} else {
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rv = isEntityWithinDistance(this, gPlayerEntity.x.HALF.HI, gPlayerEntity.y.HALF.HI - 9, 0x48);
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rv = EntityWithinDistance(this, gPlayerEntity.x.HALF.HI, gPlayerEntity.y.HALF.HI - 9, 0x48);
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}
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return rv;
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@@ -722,5 +722,5 @@ const u8 gUnk_08114F58[] = {
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0, 0, 0, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 6, 6, 7, 7, 7, 0, 0,
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};
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const u8 gEntityOnTopArray[] = { 0, 0, 1, 2, 3, 4, 5, 6 };
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const u8 gEntityBelowArray[] = { 1, 2, 3, 4, 5, 6, 7, 7 };
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const u8 gSpriteSortAboveTable[] = { 0, 0, 1, 2, 3, 4, 5, 6 };
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const u8 gSpriteSortBelowTable[] = { 1, 2, 3, 4, 5, 6, 7, 7 };
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