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d_a_obj_cboard / finish f_op_actor / rels cleanup (#268)
* d_a_obj_cboard / finish f_op_actor / clean up some rel files * rename some actor vars / remove asm * progress
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+12
-12
@@ -743,7 +743,7 @@ void fopAcM_calcSpeed(fopAc_ac_c* p_actor) {
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f32 speedF = fopAcM_GetSpeedF(p_actor);
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f32 gravity = fopAcM_GetGravity(p_actor);
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f32 xSpeed = speedF * cM_ssin(p_actor->getAngle().GetY());
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f32 ySpeed = p_actor->mSpeed.y + gravity;
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f32 ySpeed = p_actor->speed.y + gravity;
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f32 zSpeed = speedF * cM_scos(p_actor->getAngle().GetY());
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clampMin(ySpeed, fopAcM_GetMaxFallSpeed(p_actor));
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@@ -752,9 +752,9 @@ void fopAcM_calcSpeed(fopAc_ac_c* p_actor) {
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/* 8001A660-8001A6CC 014FA0 006C+00 1/1 1/1 17/17 .text fopAcM_posMove__FP10fopAc_ac_cPC4cXyz */
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void fopAcM_posMove(fopAc_ac_c* p_actor, const cXyz* p_movePos) {
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p_actor->current.pos.x += p_actor->mSpeed.x;
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p_actor->current.pos.y += p_actor->mSpeed.y;
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p_actor->current.pos.z += p_actor->mSpeed.z;
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p_actor->current.pos.x += p_actor->speed.x;
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p_actor->current.pos.y += p_actor->speed.y;
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p_actor->current.pos.z += p_actor->speed.z;
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if (p_movePos != NULL) {
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p_actor->current.pos.x += p_movePos->x;
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@@ -1501,8 +1501,8 @@ s32 fopAcM_createItemForBoss(const cXyz* p_pos, int param_2, int roomNo, const c
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fopAc_ac_c* actor = (fopAc_ac_c*)fopAcM_fastCreate(PROC_Obj_LifeContainer, 0xFFFF0000 | param_8 << 0x8 | (param_2 & 0xFF), p_pos, roomNo, p_angle,
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p_scale, -1, NULL, NULL);
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if (actor != NULL) {
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actor->mSpeedF = speedF;
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actor->mSpeed.y = speedY;
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actor->speedF = speedF;
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actor->speed.y = speedY;
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}
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return fopAcM_GetID(actor);
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}
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@@ -1668,11 +1668,11 @@ void* fopAcM_fastCreateItem(const cXyz* p_pos, int i_itemNo, int i_roomNo, const
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if (actor != NULL) {
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if (p_speedF != NULL) {
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actor->mSpeedF = *p_speedF * (1.0f + cM_rndFX(0.3f));
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actor->speedF = *p_speedF * (1.0f + cM_rndFX(0.3f));
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}
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if (p_speedY != NULL) {
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actor->mSpeed.y = *p_speedY * (1.0f + cM_rndFX(0.2f));
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actor->speed.y = *p_speedY * (1.0f + cM_rndFX(0.2f));
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}
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}
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}
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@@ -1688,11 +1688,11 @@ void* fopAcM_fastCreateItem(const cXyz* p_pos, int i_itemNo, int i_roomNo, const
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if (actor != NULL) {
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if (p_speedF != NULL) {
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actor->mSpeedF = *p_speedF;
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actor->speedF = *p_speedF;
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}
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if (p_speedY != NULL) {
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actor->mSpeed.y = *p_speedY;
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actor->speed.y = *p_speedY;
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}
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}
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@@ -1780,7 +1780,7 @@ asm fopAc_ac_c* fopAcM_myRoomSearchEnemy(s8 param_0) {
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* fopAcM_createDisappear__FPC10fopAc_ac_cPC4cXyzUcUcUc */
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s32 fopAcM_createDisappear(const fopAc_ac_c* p_actor, const cXyz* p_pos, u8 param_3, u8 param_4,
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u8 param_5) {
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s8 roomNo = p_actor->current.mRoomNo;
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s8 roomNo = p_actor->current.roomNo;
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return fopAcM_GetID(fopAcM_fastCreate(PROC_DISAPPEAR, (param_5 << 0x10) | (param_3 << 0x8) | param_4,
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p_pos, roomNo, &p_actor->current.angle, NULL, 0xFF, NULL,
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NULL));
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@@ -2041,7 +2041,7 @@ s32 fopAcM_carryOffRevise(fopAc_ac_c* param_0) {
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param_0->current.pos.x = player->current.pos.x;
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param_0->current.pos.z = player->current.pos.z;
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param_0->next.pos = param_0->current.pos;
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param_0->mSpeedF = FLOAT_LABEL(lit_4645);
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param_0->speedF = FLOAT_LABEL(lit_4645);
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return 1;
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}
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