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487 lines
11 KiB
C
487 lines
11 KiB
C
#include "global.h"
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#include "code_8002774.h"
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#include "constants/direction.h"
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#include "structs/str_position.h"
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#include "other_random.h"
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typedef struct Vector
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{
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s32 x;
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s32 y;
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} Vector;
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extern Vector gVectorDirections[8];
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void sub_800290C(PixelPos *param_1, s32 param_2)
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{
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if (param_1->x > param_2)
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param_1->x = param_2;
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else if (param_1->x < -param_2)
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param_1->x = -param_2;
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if (param_1->y > param_2)
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param_1->y = param_2;
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else if(param_1->y < -param_2)
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param_1->y = -param_2;
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}
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void sub_8002934(PixelPos *param_1, PixelPos *param_2, PixelPos *param_3, s32 param_4, s32 param_5)
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{
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s32 r9 = (param_4 + param_5);
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param_1->x = (param_4 * param_2->x + param_5 * param_3->x) / r9;
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param_1->y = (param_4 * param_2->y + param_5 * param_3->y) / r9;
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}
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static inline s8 sub_8002984_sub(s32 direction1, s32 rand, s32 add, s32 multi)
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{
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return (s8)(((direction1 + add) + OtherRandInt(rand) * multi) % NUM_DIRECTIONS);
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}
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s32 sub_8002984(s32 _direction1, u32 caseID)
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{
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s32 direction1;
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direction1 = (s8)_direction1;
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switch((u8)caseID) {
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case 1:
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if (direction1 >= 0) {
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direction1 += 7;
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direction1 &= DIRECTION_MASK;
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}
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break;
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case 2:
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if (direction1 >= 0) {
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direction1 += 1;
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direction1 &= DIRECTION_MASK;
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}
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break;
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case 3:
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if (direction1 >= 0) {
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direction1 += 6;
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direction1 &= DIRECTION_MASK;
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}
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break;
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case 4:
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if (direction1 >= 0) {
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direction1 += 2;
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direction1 &= DIRECTION_MASK;
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}
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break;
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case 5:
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if (direction1 >= 0) {
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direction1 += 4;
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direction1 &= DIRECTION_MASK;
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}
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break;
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case 6:
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if ((direction1 & 1) != 0) {
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direction1 = sub_8002984_sub(direction1, 2, 7, 2);
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}
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else
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{
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direction1 = sub_8002984_sub(direction1, 3, 6, 2);
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}
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break;
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case 7:
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direction1 = sub_8002984_sub(direction1, 3, 7, 1);
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break;
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case 8:
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direction1 = (s8)(OtherRandInt(NUM_DIRECTIONS) & 0xfe);
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break;
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case 9:
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direction1 = (s8)OtherRandInt(NUM_DIRECTIONS);
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break;
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default:
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break;
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}
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return direction1;
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}
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s32 sub_8002A70(s32 _direction1, s32 _direction2, s32 _caseId)
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{
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s32 direction1 = (s8)(_direction1);
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s32 direction2 = (s8)(_direction2);
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s32 caseId = (u8)(_caseId);
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if (direction1 == direction2)
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return direction1;
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switch (caseId) {
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case 1:
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if (direction1 >= 0) {
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direction1 += 7;
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direction1 &= DIRECTION_MASK;
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}
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break;
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case 2:
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if (direction1 >= 0) {
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direction1 += 1;
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direction1 &= DIRECTION_MASK;
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}
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break;
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case 3:
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if (direction1 >= 0) {
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direction1 += 6;
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direction1 &= DIRECTION_MASK;
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}
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break;
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case 4:
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if (direction1 >= 0) {
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direction1 += 2;
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direction1 &= DIRECTION_MASK;
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}
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break;
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case 11:
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direction1 = sub_8002B04(direction1, direction2);
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// Fallthrough
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case 10:
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direction1 = sub_8002B04(direction1, direction2);
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break;
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}
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return direction1;
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}
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s32 sub_8002B04(s32 _direction1, s32 _direction2)
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{
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s32 direction1 = (s8)(_direction1);
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s32 direction2 = (s8)(_direction2);
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if (direction2 != -1)
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{
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s32 newDirection = ((direction2 + NUM_DIRECTIONS) - direction1) % NUM_DIRECTIONS;
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if (newDirection != 0) {
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if (newDirection < 4)
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newDirection = (direction1 + 1) % NUM_DIRECTIONS;
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else
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newDirection = (direction1 + 7) % NUM_DIRECTIONS;
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direction1 = (s8)newDirection;
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}
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}
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return direction1;
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}
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UNUSED s32 sub_8002B5C(s32 _direction1, s32 _direction2)
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{
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int newDirection;
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int direction1;
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int direction2;
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direction1 = (s8)_direction1;
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direction2 = (s8)_direction2;
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if (direction2 != -1) {
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newDirection = ((direction2 + NUM_DIRECTIONS) - direction1) % NUM_DIRECTIONS;
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if (newDirection != 0) {
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if (newDirection < 4) {
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newDirection = (direction1 + 2) % NUM_DIRECTIONS;
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}
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else {
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newDirection = (direction1 + 6) % NUM_DIRECTIONS;
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}
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direction1 = (s8)(newDirection);
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}
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}
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return direction1 & DIRECTION_MASK_CARDINAL;
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}
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Vector SetVecFromDirectionSpeed(s8 r1, u32 r2)
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{
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Vector *vec = &gVectorDirections[r1];
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return (Vector){ .x = vec->x * r2, .y = vec->y * r2 };
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}
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s32 VecDirection8Sign(PixelPos *param_1)
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{
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if (param_1->x < 0) {
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if (param_1->y < 0) {
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return DIRECTION_NORTHWEST;
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}
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else if (param_1->y > 0) {
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return DIRECTION_SOUTHWEST;
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}
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else {
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return DIRECTION_WEST;
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}
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}
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else if (param_1->x > 0) {
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if (param_1->y < 0) {
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return DIRECTION_NORTHEAST;
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}
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else if (param_1->y > 0) {
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return DIRECTION_SOUTHEAST;
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}
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else {
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return DIRECTION_EAST;
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}
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}
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else if (param_1->y < 0) {
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return DIRECTION_NORTH;
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}
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else if (param_1->y > 0) {
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return DIRECTION_SOUTH;
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}
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else {
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return -1;
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}
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}
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s32 VecDirection4SignYX(PixelPos *param_1)
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{
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if (param_1->y < 0) {
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return DIRECTION_NORTH;
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}
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else if (param_1->y > 0) {
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return DIRECTION_SOUTH;
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}
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else if (param_1->x < 0) {
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return DIRECTION_WEST;
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}
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else if (param_1->x > 0) {
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return DIRECTION_EAST;
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}
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else {
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return -1;
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}
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}
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// https://decomp.me/scratch/bD5wO
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s8 VecDirection8Radial(PixelPos *param_1)
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{
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#ifdef NONMATCHING
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s32 r0;
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s32 r1;
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s32 r2;
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s32 r3;
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s32 r4;
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s32 r5;
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#else
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register s32 r0;
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register s32 r1 asm("r1");
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register s32 r2 asm("r2");
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register s32 r3 asm("r3");
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register s32 r4 asm("r4");
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register s32 r5;
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#endif
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r0 = param_1->x;
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if (r0 < 0) {
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r0 = -r0;
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}
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r1 = r0;
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r3 = param_1->y;
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r5 = r3;
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if (r3 < 0) {
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r5 = -r3;
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}
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r2 = r5;
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r4 = param_1->x;
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if (r4 < 0) {
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if (r3 < 0) {
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if (r2 > r0 * 2) {
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return DIRECTION_NORTH;
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}
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if (r1 <= r5 * 2) {
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return DIRECTION_NORTHWEST;
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}
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return DIRECTION_WEST;
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}
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if (r2 <= r0 * 2) {
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if (r1 > r5 * 2) {
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return DIRECTION_WEST;
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}
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return DIRECTION_SOUTHWEST;
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}
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}
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else {
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if (0 < r4) {
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if (r3 < 0) {
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if (r2 > r0 * 2) {
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return DIRECTION_NORTH;
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}
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if (r1 <= r5 * 2) {
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return DIRECTION_NORTHEAST;
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}
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return DIRECTION_EAST;
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}
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else {
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if (r2 > r0 * 2) {
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return DIRECTION_SOUTH;
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}
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if (r1 > r5 * 2) {
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return DIRECTION_EAST;
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}
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return DIRECTION_SOUTHEAST;
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}
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}
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if (r3 < 0) {
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return DIRECTION_NORTH;
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}
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if (r3 < 1) {
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return -1;
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}
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}
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return DIRECTION_SOUTH;
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}
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// https://decomp.me/scratch/Bgbxc
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s8 VecDirection4Radial(PixelPos *param_1)
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{
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#ifdef NONMATCHING
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s32 r0;
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s32 r1;
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s32 r2;
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s32 r3;
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s32 r4;
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s32 r5;
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#else
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register s32 r0 asm("r3");
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register s32 r1 asm("r1");
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register s32 r2 asm("r2");
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register s32 r3;
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register s32 r4;
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register s32 r5 asm("r0");
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#endif
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r0 = param_1->x;
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if (r0 < 0) {
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r0 = -r0;
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}
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r1 = r0;
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r3 = param_1->y;
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r5 = r3;
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if (r3 < 0) {
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r5 = -r3;
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}
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r2 = r5;
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r4 = param_1->x;
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if (r4 < 0) {
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if (r3 < 0) {
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if (r2 > r1) {
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return DIRECTION_NORTH;
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}
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else
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return DIRECTION_WEST;
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}
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if (r2 <= r1) {
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return DIRECTION_WEST;
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}
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}
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else {
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if (0 < r4) {
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if (r3 < 0) {
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if (r2 > r1) {
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return DIRECTION_NORTH;
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}
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else
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return DIRECTION_EAST;
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}
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else {
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if (r2 > r1) {
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return DIRECTION_SOUTH;
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}
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return DIRECTION_EAST;
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}
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}
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if (r3 < 0) {
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return DIRECTION_NORTH;
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}
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if (r3 < 1) {
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return -1;
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}
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}
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return DIRECTION_SOUTH;
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}
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s8 SizedDeltaDirection4(PixelPos *r0, PixelPos *r1, PixelPos *r2, PixelPos *r3) {
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PixelPos stack;
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s32 iVar1;
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s32 iVar2;
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s32 iVar3;
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stack.x = r2->x - r0->x;
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stack.y = r2->y - r0->y;
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if(stack.x >= 0)
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{
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iVar3 = (stack.x + 1);
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iVar3 -= ((r1->x + r3->x) / 2);
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stack.x = iVar3;
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if(stack.x < 0) stack.x = 0;
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}
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else
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{
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iVar1 = (stack.x - 1);
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iVar1 += ((r1->x + r3->x) / 2);
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stack.x = iVar1;
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if(stack.x > 0) stack.x = 0;
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}
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if(stack.y >= 0)
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{
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iVar2 = (stack.y + 1);
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iVar2 -= ((r1->y + r3->y) / 2);
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stack.y = iVar2;
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if(stack.y < 0) stack.y = 0;
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}
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else
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{
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iVar1 = (stack.y - 1);
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iVar1 += ((r1->y + r3->y) / 2);
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stack.y = iVar1;
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if(stack.y > 0) stack.y = 0;
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}
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return VecDirection4Radial(&stack);
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}
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s8 SizedDeltaDirection8(PixelPos *r0, PixelPos *r1, PixelPos *r2, PixelPos *r3) {
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PixelPos stack;
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s32 iVar1;
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s32 iVar2;
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s32 iVar3;
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stack.x = r2->x - r0->x;
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stack.y = r2->y - r0->y;
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if(stack.x >= 0)
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{
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iVar3 = (stack.x + 1);
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iVar3 -= ((r1->x + r3->x) / 2);
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stack.x = iVar3;
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if(stack.x < 0) stack.x = 0;
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}
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else
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{
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iVar1 = (stack.x - 1);
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iVar1 += ((r1->x + r3->x) / 2);
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stack.x = iVar1;
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if(stack.x > 0) stack.x = 0;
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}
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if(stack.y >= 0)
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{
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iVar2 = (stack.y + 1);
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iVar2 -= ((r1->y + r3->y) / 2);
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stack.y = iVar2;
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if(stack.y < 0) stack.y = 0;
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}
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else
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{
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iVar1 = (stack.y - 1);
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iVar1 += ((r1->y + r3->y) / 2);
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stack.y = iVar1;
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if(stack.y > 0) stack.y = 0;
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}
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return VecDirection8Radial(&stack);
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}
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