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m_roll_lib OK (#198)
This commit is contained in:
@@ -1,22 +0,0 @@
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#ifndef C_6F2150_H
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#define C_6F2150_H
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#include "ultra64.h"
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void mRlib_spdXZ_to_spdF_Angle(xyz_t*, f32*, s16*);
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void mRlib_spdF_Angle_to_spdXZ(xyz_t*, f32*, s16*);
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void mRlib_position_move_for_sloop(struct Actor*, s_xyz*);
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void mRlib_Get_norm_Clif(struct Actor*, xyz_t*);
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void mRlib_Roll_Matrix_to_s_xyz(struct Actor*, void*, s16);
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s16 mRlib_Get_HitWallAngleY(struct Actor*);
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void mRlib_Station_step_modify_to_wall(struct Actor*);
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s32 mRlib_Set_Position_Check(struct Actor*);
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s32 mRlib_HeightGapCheck_And_ReversePos(void);
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// void func_800CEC30_jp();
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s32 mRlib_Get_ground_norm_inHole(struct Actor*, xyz_t*, f32*, s16*, s16*, f32);
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// void func_800CEE24_jp();
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// void func_800CEED4_jp();
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// void func_800CF05C_jp();
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// void func_800CF16C_jp();
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#endif
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+3
-3
@@ -111,9 +111,9 @@ typedef struct Actor {
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/* 0x074 */ f32 speed;
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/* 0x078 */ f32 gravity;
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/* 0x07C */ f32 terminalVelocity;
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/* 0x080 */ UNK_TYPE1 unk_080[0x18];
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/* 0x098 */ mCoBG_CheckResult colResult;
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/* 0x09C */ UNK_TYPE1 unk_09C[0x19];
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/* 0x080 */ UNK_TYPE1 unk_080[0x4];
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/* 0x084 */ mCoBG_Check colCheck;
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/* 0x0B4 */ UNK_TYPE1 unk_0B4[0x1];
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/* 0x0B5 */ u8 isDrawn;
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/* 0x0B6 */ s16 yawTowardsPlayer;
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/* 0x0B8 */ f32 xyzDistToPlayerSq;
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@@ -35,6 +35,12 @@ typedef union mCoBG_unkStructUnion {
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u32 raw;
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} mCoBG_unkStructUnion;
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// collision bg wall info
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typedef struct mCoBG_WallInfo {
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/* 0x0 */ s16 angleY;
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/* 0x2 */ s16 type;
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} mCoBG_WallInfo; // size = 0x4
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// collision bg result data
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typedef struct mCoBG_CheckResult {
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u32 onGround:1; // [31] on_ground
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@@ -53,6 +59,14 @@ typedef struct mCoBG_CheckResult {
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u32 unk13:4; // [3:0] unk_flag6
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} mCoBG_CheckResult;
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typedef struct mCoBG_Check{
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/* 0x00 */ u8 unk0[0x11];
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/* 0x11 */ mCoBG_CheckResult colResult;
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/* 0x14 */ u8 unk14[0xC];
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/* 0x20 */ mCoBG_WallInfo wallInfo[2];
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/* 0x2C */ s16 unk20;
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}mCoBG_Check; // size = 0x30
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// void func_80067430_jp();
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// void func_800674B0_jp();
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// void func_800674D8_jp();
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@@ -249,11 +263,11 @@ s32 func_8007244C_jp(u32);
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s32 mCoBG_SearchWaterLimitDistN(UNK_TYPE* arg0, xyz_t arg1, s16 arg4, f32 arg5, s32 arg6);
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// void func_80072E70_jp();
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f32 mCoBG_GetBalloonGroundY(xyz_t*);
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// void func_800730C8_jp();
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s32 mCoBG_CheckAttribute_BallRolling(s16*, xyz_t*);
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// void func_800731A8_jp();
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// void func_800732DC_jp();
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f32 mCoBG_CheckBallRollingArea(s16, xyz_t*);
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// void func_800734BC_jp();
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// void func_8007352C_jp();
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s32 mCoBG_ExistHeightGap_KeepAndNow_Detail(xyz_t);
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// void func_80073680_jp();
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// void func_80073718_jp();
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// void func_80073784_jp();
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@@ -11,6 +11,13 @@ struct Game_Play;
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struct FieldMakeBlockInfo;
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struct FieldMakeMoveActor;
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#define FI_UT_WORLDSIZE_Z 40
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#define FI_UT_WORLDSIZE_Z_F (f32)FI_UT_WORLDSIZE_Z
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#define FI_UT_WORLDSIZE_X 40
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#define FI_UT_WORLDSIZE_X_F (f32)FI_UT_WORLDSIZE_Z
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#define FI_UT_BASE_SIZE 40
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#define FI_UT_BASE_SIZE_F ((f32)FI_UT_BASE_SIZE)
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typedef enum FieldType {
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/* 0 */ FI_FIELDTYPE_FG,
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/* 1 */ FI_FIELDTYPE_1,
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@@ -0,0 +1,28 @@
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#ifndef M_ROLL_LIB_H
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#define M_ROLL_LIB_H
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#include "ultra64.h"
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struct xyz_t;
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struct Actor;
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struct s_xyz;
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struct Game_Play;
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void mRlib_spdXZ_to_spdF_Angle(struct xyz_t* speed, f32* speedf, s16* angle);
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void mRlib_spdF_Angle_to_spdXZ(struct xyz_t* speed, f32* speedf, s16* angle);
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s32 mRlib_position_move_for_sloop(struct Actor* actor, struct s_xyz* slopeAngle);
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s32 mRlib_Get_norm_Clif(struct Actor* actor, struct xyz_t* norm);
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void mRlib_Roll_Matrix_to_s_xyz(struct Actor* actor, struct s_xyz* rot, s16 angle);
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s16 mRlib_Get_HitWallAngleY(struct Actor* actor);
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void mRlib_Station_step_modify_to_wall(struct Actor* actor);
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s32 mRlib_Set_Position_Check(struct Actor* actor);
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s32 mRlib_HeightGapCheck_And_ReversePos(struct Actor* actor);
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s32 mRlib_Hole_check(struct Actor* actor);
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s32 mRlib_Get_ground_norm_inHole(struct Actor* actor, struct xyz_t* norm, f32* dist, s16* angleY, s16* angleRate, f32 rate);
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s32 mRlib_PSnowmanTouchCheck(const struct xyz_t* wpos);
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s32 mRlib_PSnowmanBreakCheck(struct Actor* actor, struct Game_Play* play, f32* speed);
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s32 mRlib_PSnowmanBreakNeckSwing(f32 f0, f32 scale, s16* angleY);
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s32 mRlib_PSnowman_NormalTalk(struct Actor* actor, struct Game_Play* play, f32* speed, void* proc);
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#endif
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@@ -84,6 +84,8 @@ typedef union {
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#define DEG_TO_BINANG_ALT(degrees) TRUNCF_BINANG(((degrees) / 180.0f) * 0x8000)
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#define DEG_TO_BINANG_ALT2(degrees) TRUNCF_BINANG(((degrees) * 0x10000) / 360.0f)
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#define DEG_TO_BINANG_ALT3(degrees) ((degrees) * (0x8000 / 180.0f))
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#define DEG_TO_BINANG_ALT4(degrees) (TRUNCF_BINANG((degrees) * (0x10000 / 360.0f)))
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#define RAD_TO_DEG(radians) ((radians) * (180.0f / (f32)M_PI))
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#define RAD_TO_BINANG(radians) TRUNCF_BINANG((radians) * (0x8000 / (f32)M_PI))
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@@ -800,11 +800,11 @@ func_80072C60_jp = 0x80072C60; // type:func
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mCoBG_SearchWaterLimitDistN = 0x80072CC4; // type:func
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func_80072E70_jp = 0x80072E70; // type:func
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mCoBG_GetBalloonGroundY = 0x80072F9C; // type:func
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func_800730C8_jp = 0x800730C8; // type:func
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mCoBG_CheckAttribute_BallRolling = 0x800730C8; // type:func
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func_800731A8_jp = 0x800731A8; // type:func
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func_800732DC_jp = 0x800732DC; // type:func
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mCoBG_CheckBallRollingArea = 0x800732DC; // type:func
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func_800734BC_jp = 0x800734BC; // type:func
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func_8007352C_jp = 0x8007352C; // type:func
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mCoBG_ExistHeightGap_KeepAndNow_Detail = 0x8007352C; // type:func
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func_80073680_jp = 0x80073680; // type:func
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func_80073718_jp = 0x80073718; // type:func
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func_80073784_jp = 0x80073784; // type:func
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@@ -3256,12 +3256,12 @@ mRlib_Get_HitWallAngleY = 0x800CE874; // type:func
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mRlib_Station_step_modify_to_wall = 0x800CE8F0; // type:func
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mRlib_Set_Position_Check = 0x800CE9C4; // type:func
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mRlib_HeightGapCheck_And_ReversePos = 0x800CEB1C; // type:func
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func_800CEC30_jp = 0x800CEC30; // type:func
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mRlib_Hole_check = 0x800CEC30; // type:func
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mRlib_Get_ground_norm_inHole = 0x800CEC98; // type:func
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func_800CEE24_jp = 0x800CEE24; // type:func
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func_800CEED4_jp = 0x800CEED4; // type:func
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func_800CF05C_jp = 0x800CF05C; // type:func
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func_800CF16C_jp = 0x800CF16C; // type:func
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mRlib_PSnowmanTouchCheck = 0x800CEE24; // type:func
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mRlib_PSnowmanBreakCheck = 0x800CEED4; // type:func
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mRlib_PSnowmanBreakNeckSwing = 0x800CF05C; // type:func
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mRlib_PSnowman_NormalTalk = 0x800CF16C; // type:func
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wallpaper_draw1 = 0x800CF240; // type:func
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wallpaper_draw = 0x800CF6EC; // type:func
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gfx_SetUpCFB = 0x800CF780; // type:func
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@@ -0,0 +1,294 @@
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#include "m_roll_lib.h"
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#include "z64math.h"
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#include "m_field_info.h"
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#include "m_field_make.h"
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#include "overlays/gamestates/ovl_play/m_play.h"
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#include "overlays/actors/player_actor/m_player.h"
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#include "m_player_lib.h"
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#include "sys_math_atan.h"
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#include "m_collision_bg.h"
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#include "69E2C0.h"
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#include "macros.h"
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void mRlib_spdXZ_to_spdF_Angle(xyz_t* speed, f32* speedf, s16* angle) {
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f32 x = speed->x;
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f32 z = speed->z;
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speedf[0] = sqrtf(x * x + z * z);
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angle[0] = atans_table(z, x);
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}
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void mRlib_spdF_Angle_to_spdXZ(xyz_t* speed, f32* speedf, s16* angle) {
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speed->x = speedf[0] * sin_s(angle[0]);
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speed->z = speedf[0] * cos_s(angle[0]);
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}
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s32 mRlib_position_move_for_sloop(Actor* actor, s_xyz* slopeAngle) {
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UNUSED s32 pad;
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f32 y;
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f32 x;
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f32 z;
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if (actor->colCheck.colResult.onGround && (slopeAngle->x != 0 || slopeAngle->z != 0)) {
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x = (actor->velocity.x * ABS(cos_s(slopeAngle->z)));
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y = actor->velocity.y;
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z = (actor->velocity.z * ABS(cos_s(slopeAngle->x)));
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actor->world.pos.x += x + actor->colStatus.displacement.x;
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actor->world.pos.y += y + actor->colStatus.displacement.y;
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actor->world.pos.z += z + actor->colStatus.displacement.z;
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return TRUE;
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} else {
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Actor_position_move(actor);
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return FALSE;
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}
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}
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s32 mRlib_Get_norm_Clif(Actor* actor, xyz_t* norm) {
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s16 angles[2];
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s16 angle;
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f32 percent;
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s32 i;
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if (mCoBG_CheckAttribute_BallRolling(angles, &actor->world.pos)) {
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for (i = 0; i < 2; i++) {
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percent = mCoBG_CheckBallRollingArea(angles[i], &actor->world.pos);
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if (percent > 0.0f && percent < 0.5f) {
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xyz_t rot;
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xyz_t pos;
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angle = angles[i] + DEG_TO_BINANG_ALT2(90.0f);
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pos = *norm;
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rot.x = sin_s(angle);
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rot.y = 0.0f;
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rot.z = cos_s(angle);
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Matrix_RotateVector(DEG_TO_BINANG_ALT4((0.5f - percent) * 80.0f), &rot, 0);
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Matrix_Position(&pos, norm);
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return TRUE;
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}
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}
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}
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return FALSE;
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}
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void mRlib_Roll_Matrix_to_s_xyz(Actor* actor, s_xyz* rot, s16 angle) {
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MtxF matrix;
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xyz_t axis;
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axis.x = cos_s(actor->world.rot.y);
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axis.z = -sin_s(actor->world.rot.y);
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axis.y = 0.0f;
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Matrix_RotateVector(angle, &axis, 0);
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Matrix_rotateXYZ(rot->x, rot->y, rot->z, 1);
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Matrix_get(&matrix);
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Matrix_to_rotate2_new(&matrix, rot, 0);
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}
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s16 mRlib_Get_HitWallAngleY(Actor* actor) {
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u16 angle = actor->colCheck.wallInfo[0].angleY;
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u16 angle2;
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s16 median;
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if (actor->colCheck.colResult.unk3 != 1) {
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angle2 = actor->colCheck.wallInfo[1].angleY;
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median = (angle + angle2) >> 1;
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if (ABS(angle - angle2) > 0x8000) {
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median += 0x8000;
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}
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} else {
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median = angle;
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}
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return median;
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}
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void mRlib_Station_step_modify_to_wall(Actor* actor) {
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s_xyz angle;
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f32 z;
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mCoBG_GetBgY_AngleS_FromWpos(&angle, actor->world.pos, 0.0f);
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if (angle.x >= DEG_TO_BINANG_ALT2(45.0f)) {
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actor->colCheck.colResult.hitWall |= 3;
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z = FI_UT_WORLDSIZE_Z_F + ((s32)(actor->world.pos.z / FI_UT_WORLDSIZE_Z_F) * FI_UT_WORLDSIZE_Z);
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actor->colCheck.wallInfo[0].angleY = 0.0f;
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actor->colCheck.colResult.unk3 = 1;
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actor->world.pos.z = z;
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}
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}
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s32 mRlib_Set_Position_Check(Actor* actor) {
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s32 bx;
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s32 bz;
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s32 utX;
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s32 utZ;
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s32 set;
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s32 ofsX;
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s32 ofsZ;
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mFI_Wpos2BkandUtNuminBlock(&bx, &bz, &utX, &utZ, actor->world.pos);
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set = mNpc_CheckNpcSet(bx, bz, utX, utZ);
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if (set == FALSE) {
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for (ofsX = -1; ofsX < 2; ofsX++) {
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for (ofsZ = -1; ofsZ < 2; ofsZ++) {
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if ((ofsX != 0 || ofsZ != 0) && (utX + ofsX) < UT_X_NUM && (utX + ofsX) > 0 &&
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(utZ + ofsZ) < UT_Z_NUM && (utZ + ofsZ) > 0) {
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set = mNpc_CheckNpcSet(bx, bz, utX + ofsX, utZ + ofsZ);
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}
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if (set == TRUE) {
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f32 y = actor->world.pos.y;
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mFI_BkandUtNum2CenterWpos(&actor->world.pos, bx, bz, utX + ofsX, utZ + ofsZ);
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actor->world.pos.y = y;
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return set;
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}
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}
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}
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}
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return set;
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}
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s32 mRlib_HeightGapCheck_And_ReversePos(Actor* actor) {
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s32 bx;
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s32 bz;
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s32 utX;
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s32 utZ;
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if (mFI_GetPlayerWade() == 2 && mCoBG_ExistHeightGap_KeepAndNow_Detail(actor->world.pos)) {
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if (mRlib_Set_Position_Check(actor) != FALSE) {
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actor->velocity.y = 0.0f;
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} else {
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mFI_Wpos2BkandUtNuminBlock(&bx, &bz, &utX, &utZ, actor->world.pos);
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if (mNpc_GetMakeUtNuminBlock_hard_area(&utX, &utZ, bx, bz, 0)) {
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f32 y = actor->world.pos.y;
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mFI_BkandUtNum2CenterWpos(&actor->world.pos, bx, bz, utX, utZ);
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actor->world.pos.y = y;
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actor->velocity.y = 0.0f;
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return TRUE;
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}
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return FALSE;
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}
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}
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return TRUE;
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}
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s32 mRlib_Hole_check(Actor* actor) {
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u16* unitFG = mFI_GetUnitFG(actor->world.pos);
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if (unitFG != NULL && ((unitFG[0] >= 0x11 && unitFG[0] <= 0x29) || unitFG[0] == 0x5D)) {
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return TRUE;
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}
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return FALSE;
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}
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s32 mRlib_Get_ground_norm_inHole(Actor* actor, xyz_t* norm, f32* dist, s16* angleY, s16* angleRate, f32 rate) {
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if (mRlib_Hole_check(actor) != FALSE) {
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xyz_t centerPos;
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mFI_Wpos2UtCenterWpos(¢erPos, actor->world.pos);
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dist[0] = search_position_distance(&actor->world.pos, ¢erPos);
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angleRate[0] = DEG_TO_BINANG_ALT4((dist[0] * 90.0f) * 0.0325f);
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angleRate[0] = (angleRate[0] * rate);
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angleY[0] = atans_table(actor->world.pos.z - centerPos.z, actor->world.pos.x - centerPos.x);
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norm->x = (-cos_s(angleRate[0])) * sin_s(angleY[0]);
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norm->y = -sin_s(angleRate[0]);
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norm->z = (-cos_s(angleRate[0])) * cos_s(angleY[0]);
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return TRUE;
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} else {
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dist[0] = 0.0f;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
s32 mRlib_PSnowmanTouchCheck(const xyz_t* wpos) {
|
||||
if (ABS(wpos->x) < FI_UT_WORLDSIZE_X_F && ABS(wpos->z) < FI_UT_WORLDSIZE_Z_F && ABS(wpos->y) < FI_UT_BASE_SIZE_F) {
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
s32 mRlib_PSnowmanBreakCheck(Actor* actor, Game_Play* play, f32* speed) {
|
||||
Player* player = get_player_actor_withoutCheck(play);
|
||||
xyz_t posDiff;
|
||||
f32 y = actor->world.pos.y;
|
||||
|
||||
actor->world.pos.y = mCoBG_GetBgY_OnlyCenter_FromWpos2(actor->world.pos, 0.0f);
|
||||
xyz_t_sub(&actor->world.pos, &player->actor.world.pos, &posDiff);
|
||||
actor->world.pos.y = y;
|
||||
|
||||
if (mRlib_PSnowmanTouchCheck(&posDiff)) {
|
||||
if (Math3d_normalizeXyz_t(&posDiff)) {
|
||||
xyz_t velocity = player->actor.velocity;
|
||||
f32 dist = (posDiff.x * velocity.x) + (posDiff.z * velocity.z);
|
||||
|
||||
if (dist > 0.0f) {
|
||||
speed[0] += dist;
|
||||
} else {
|
||||
add_calc0(speed, 30.0f / 100.0f, 20.0f);
|
||||
}
|
||||
if (speed[0] > 200.0f) {
|
||||
return TRUE;
|
||||
}
|
||||
} else {
|
||||
add_calc0(speed, 30.0f / 100.0f, 20.0f);
|
||||
}
|
||||
} else {
|
||||
add_calc0(speed, 30.0f / 100.0f, 20.0f);
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
s32 mRlib_PSnowmanBreakNeckSwing(f32 f0, f32 scale, s16* angleY) {
|
||||
s16 rotX;
|
||||
s16 rotZ;
|
||||
s16 angle;
|
||||
|
||||
if (f0 > 20.0f) {
|
||||
angleY[0] += (s16)((f0 * 40.0f));
|
||||
angle = angleY[0] & 0x7000;
|
||||
rotX = (4.5f * f0) * sin_s(angle);
|
||||
rotZ = (4.5f * f0) * cos_s(angle);
|
||||
|
||||
Matrix_translate(0.0f, -1400.0f * scale, 0.0f, 1);
|
||||
Matrix_rotateXYZ(rotX, 0, rotZ, 1);
|
||||
Matrix_translate(0.0f, 1400.0f * scale, 0.0f, 1);
|
||||
}
|
||||
}
|
||||
|
||||
s32 mRlib_PSnowman_NormalTalk(Actor* actor, Game_Play* play, f32* speed, void* proc) {
|
||||
if (mDemo_Check(7, actor) == FALSE) {
|
||||
f32 y;
|
||||
|
||||
if (mRlib_PSnowmanBreakCheck(actor, play, speed) != FALSE) {
|
||||
return FALSE;
|
||||
}
|
||||
y = actor->world.pos.y;
|
||||
actor->world.pos.y = mCoBG_GetBgY_AngleS_FromWpos(NULL, actor->world.pos, 0.0f);
|
||||
mDemo_Request(7, actor, proc);
|
||||
actor->world.pos.y = y;
|
||||
} else {
|
||||
add_calc0(speed, 3.0f / 10.0f, 20.0f);
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
@@ -78,14 +78,14 @@ void aAp_RubberMove(f32* pValue, f32 target, f32 step) {
|
||||
}
|
||||
|
||||
void aAp_FallByWall(Airplane* this) {
|
||||
if (this->actor.colResult.hitWall != 0) {
|
||||
if (this->actor.colCheck.colResult.hitWall != 0) {
|
||||
this->state = Ap_STATE_FALL_FLY_MOVE;
|
||||
}
|
||||
}
|
||||
|
||||
void aAp_GroundFriction(Airplane* this, Game_Play* game_play) {
|
||||
|
||||
if (this->actor.colResult.onGround) {
|
||||
if (this->actor.colCheck.colResult.onGround) {
|
||||
aAp_RubberMove(&this->speed, 0.0f, 0.6f);
|
||||
if (this->speed < 1.0f) {
|
||||
this->state = Ap_STATE_STOP_FLY_MOVE;
|
||||
@@ -201,7 +201,7 @@ void aAp_FallFlyMove(Airplane* this, Game_Play* game_play) {
|
||||
aAp_RubberMove(&this->xRot, 60.0f, 0.04f);
|
||||
aAp_RubberMove(&this->speed, 5.0f, 0.02f);
|
||||
this->actor.world.pos.y -= 0.15f;
|
||||
if (this->actor.colResult.onGround) {
|
||||
if (this->actor.colCheck.colResult.onGround) {
|
||||
common_data.clip.unk_090->unk_00(1, this->actor.world.pos, 1, this->actor.world.rot.y, game_play,
|
||||
this->actor.fgName, 0, 8);
|
||||
this->state = Ap_STATE_STOP_FLY_MOVE;
|
||||
@@ -212,7 +212,7 @@ void aAp_FallFlyMove2(Airplane* this, Game_Play* game_play) {
|
||||
aAp_RubberMove(&this->xRot, 70.0f, 0.15f);
|
||||
aAp_RubberMove(&this->speed, 10.0f, 0.02f);
|
||||
this->actor.world.pos.y -= 0.15f;
|
||||
if (this->actor.colResult.onGround) {
|
||||
if (this->actor.colCheck.colResult.onGround) {
|
||||
common_data.clip.unk_090->unk_00(1, this->actor.world.pos, 1, this->actor.world.rot.y, game_play,
|
||||
this->actor.fgName, 0, 8);
|
||||
this->state = Ap_STATE_STOP_FLY_MOVE;
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
#include "libc/math.h"
|
||||
#include "m_npc.h"
|
||||
#include "audio.h"
|
||||
#include "6F2150.h"
|
||||
#include "m_roll_lib.h"
|
||||
#include "m_field_info.h"
|
||||
#include "sys_math_atan.h"
|
||||
#include "m_player_lib.h"
|
||||
@@ -227,7 +227,7 @@ void aBALL_position_move(Ball* this) {
|
||||
|
||||
mCoBG_GetBgY_AngleS_FromWpos(&slopeAngle, this->actor.world.pos, 0.0f);
|
||||
|
||||
if (this->actor.colResult.onGround || this->actor.colResult.inWater) {
|
||||
if (this->actor.colCheck.colResult.onGround || this->actor.colCheck.colResult.inWater) {
|
||||
chase_f(&this->actor.speed, this->maxSpeed, this->acceleration);
|
||||
}
|
||||
|
||||
@@ -258,7 +258,7 @@ void aBALL_BGcheck(Ball* this) {
|
||||
yVelocity = this->actor.velocity.y;
|
||||
|
||||
if ((this->process == aBALL_process_air_water) || (this->process == aBALL_process_ground_water) ||
|
||||
(this->actor.colResult.unk5 == 0xB)) {
|
||||
(this->actor.colCheck.colResult.unk5 == 0xB)) {
|
||||
mCoBG_BgCheckControll(&this->bgPos, &this->actor, 12.0f, -12.0f, 0, 1, 0);
|
||||
this->actor.world.pos.x += this->bgPos.x;
|
||||
this->actor.world.pos.z += this->bgPos.z;
|
||||
@@ -268,13 +268,13 @@ void aBALL_BGcheck(Ball* this) {
|
||||
}
|
||||
|
||||
if (((this->process == aBALL_process_air) || (this->process == aBALL_process_air_water)) &&
|
||||
this->actor.colResult.onGround) {
|
||||
this->actor.colCheck.colResult.onGround) {
|
||||
if (this->bounceTimer < 3) {
|
||||
do {
|
||||
this->bounceTimer++;
|
||||
} while (0);
|
||||
|
||||
if (this->actor.colResult.inWater) {
|
||||
if (this->actor.colCheck.colResult.inWater) {
|
||||
this->actor.velocity.y = 0.2f;
|
||||
} else {
|
||||
this->actor.velocity.y = -yVelocity * 0.7f;
|
||||
@@ -282,7 +282,7 @@ void aBALL_BGcheck(Ball* this) {
|
||||
}
|
||||
}
|
||||
|
||||
hitWall = this->actor.colResult.hitWall;
|
||||
hitWall = this->actor.colCheck.colResult.hitWall;
|
||||
if (hitWall & 1) {
|
||||
wallAngle = mRlib_Get_HitWallAngleY(&this->actor);
|
||||
rot = this->actor.world.rot.y - wallAngle - 0x8000;
|
||||
@@ -363,7 +363,7 @@ void aBALL_OBJcheck(Ball* this) {
|
||||
ballSpeed = sqrtf(SQ(newXVelocity) + SQ(newZVelocity));
|
||||
ballSpeed = CLAMP_MAX(ballSpeed, 11.0f);
|
||||
|
||||
if (this->actor.colResult.onGround) {
|
||||
if (this->actor.colCheck.colResult.onGround) {
|
||||
f32 speedFactor;
|
||||
s16 verticalAngle;
|
||||
|
||||
@@ -409,7 +409,7 @@ void aBALL_OBJcheck(Ball* this) {
|
||||
}
|
||||
|
||||
void aBALL_House_Tree_Rev_Check(Ball* this) {
|
||||
if (mRlib_HeightGapCheck_And_ReversePos() != 1) {
|
||||
if (mRlib_HeightGapCheck_And_ReversePos(&this->actor) != 1) {
|
||||
this->unk_208 |= BALL_208_FLAG_1;
|
||||
Actor_delete(&this->actor);
|
||||
}
|
||||
@@ -435,13 +435,13 @@ void aBALL_process_air(Ball* this, Game_Play* game_play) {
|
||||
this->actor.terminalVelocity = -20.0f;
|
||||
this->actor.gravity = 0.6f;
|
||||
this->speed = this->actor.speed;
|
||||
if (this->actor.colResult.onGround) {
|
||||
if (this->actor.colResult.inWater) {
|
||||
if (this->actor.colCheck.colResult.onGround) {
|
||||
if (this->actor.colCheck.colResult.inWater) {
|
||||
aBALL_process_ground_water_init(this, game_play);
|
||||
} else {
|
||||
aBALL_process_ground_init(this, game_play);
|
||||
}
|
||||
} else if (this->actor.colResult.inWater) {
|
||||
} else if (this->actor.colCheck.colResult.inWater) {
|
||||
aBALL_process_air_water_init(this, game_play);
|
||||
}
|
||||
}
|
||||
@@ -518,20 +518,20 @@ void aBALL_process_ground(Ball* this, Game_Play* game_play) {
|
||||
this->actor.terminalVelocity = -20.0f;
|
||||
this->actor.gravity = 0.6f;
|
||||
this->speed = this->actor.speed;
|
||||
if (this->actor.colResult.inWater || this->actor.colResult.unk5 == 0xB) {
|
||||
if (this->actor.colResult.onGround) {
|
||||
if (this->actor.colCheck.colResult.inWater || this->actor.colCheck.colResult.unk5 == 0xB) {
|
||||
if (this->actor.colCheck.colResult.onGround) {
|
||||
aBALL_process_ground_water_init(this, game_play);
|
||||
} else {
|
||||
this->bounceTimer = 0;
|
||||
aBALL_process_air_water_init(this, game_play);
|
||||
}
|
||||
} else if (!this->actor.colResult.onGround) {
|
||||
} else if (!this->actor.colCheck.colResult.onGround) {
|
||||
this->bounceTimer = 0;
|
||||
aBALL_process_air_init(this, game_play);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!(game_play->state.frameCounter & 7) && this->actor.colResult.unk5 == 9) {
|
||||
if (!(game_play->state.frameCounter & 7) && this->actor.colCheck.colResult.unk5 == 9) {
|
||||
if (this->actor.speed > 1.0f) {
|
||||
|
||||
if (this->actor.speed > 4.0f) {
|
||||
@@ -566,7 +566,7 @@ void aBALL_set_spd_relations_in_water(Ball* this, Game_Play* game_play) {
|
||||
|
||||
waterHeight = mCoBG_GetWaterHeight_File(this->actor.world.pos, "../ac_ball.c", 949);
|
||||
add_calc0(&this->height, 0.5f, 100.0f);
|
||||
mCoBG_GetWaterFlow(&flowPos, this->actor.colResult.unk5);
|
||||
mCoBG_GetWaterFlow(&flowPos, this->actor.colCheck.colResult.unk5);
|
||||
yRot = atans_table(flowPos.z, flowPos.x);
|
||||
yDiffAngle = ABS((s16)(this->actor.world.rot.y - yRot));
|
||||
|
||||
@@ -612,13 +612,13 @@ void aBALL_process_air_water(Ball* this, Game_Play* game_play) {
|
||||
common_data.clip.unk_0A8->unk_0C(&this->actor.world.pos, 20.0f, 1);
|
||||
}
|
||||
|
||||
if (this->actor.colResult.onGround) {
|
||||
if (this->actor.colResult.inWater) {
|
||||
if (this->actor.colCheck.colResult.onGround) {
|
||||
if (this->actor.colCheck.colResult.inWater) {
|
||||
aBALL_process_ground_water_init(this, game_play);
|
||||
} else if (this->actor.colResult.unk5 != 0xB) {
|
||||
} else if (this->actor.colCheck.colResult.unk5 != 0xB) {
|
||||
aBALL_process_ground_init(this, game_play);
|
||||
}
|
||||
} else if (!this->actor.colResult.inWater) {
|
||||
} else if (!this->actor.colCheck.colResult.inWater) {
|
||||
aBALL_process_air_init(this, game_play);
|
||||
}
|
||||
}
|
||||
@@ -634,7 +634,7 @@ void aBALL_process_ground_water(Ball* this, Game_Play* game_play) {
|
||||
u32 unitAttribute;
|
||||
xyz_t* bgPos;
|
||||
|
||||
unitAttribute = this->actor.colResult.unk5;
|
||||
unitAttribute = this->actor.colCheck.colResult.unk5;
|
||||
|
||||
aBALL_set_spd_relations_in_water(this, game_play);
|
||||
this->speed = this->actor.speed;
|
||||
@@ -642,11 +642,11 @@ void aBALL_process_ground_water(Ball* this, Game_Play* game_play) {
|
||||
if (common_data.clip.unk_0A8 != NULL) {
|
||||
common_data.clip.unk_0A8->unk_0C(&this->actor.world.pos, 20.0f, 1);
|
||||
}
|
||||
if (this->actor.colResult.onGround) {
|
||||
if (!this->actor.colResult.inWater && (unitAttribute != 0xB) && (unitAttribute != 0x16)) {
|
||||
if (this->actor.colCheck.colResult.onGround) {
|
||||
if (!this->actor.colCheck.colResult.inWater && (unitAttribute != 0xB) && (unitAttribute != 0x16)) {
|
||||
aBALL_process_ground_init(this, game_play);
|
||||
}
|
||||
} else if (!this->actor.colResult.inWater) {
|
||||
} else if (!this->actor.colCheck.colResult.inWater) {
|
||||
aBALL_process_air_init(this, game_play);
|
||||
} else {
|
||||
aBALL_process_air_water_init(this, game_play);
|
||||
@@ -725,7 +725,7 @@ void aBALL_status_check(Ball* this, Game_Play* game_play) {
|
||||
}
|
||||
}
|
||||
if (!(this->unk_208 & BALL_208_FLAG_1)) {
|
||||
if (this->actor.colResult.inWater) {
|
||||
if (this->actor.colCheck.colResult.inWater) {
|
||||
sAdo_OngenTrgStart(0x27, &this->actor.world.pos);
|
||||
this->unk_208 |= BALL_208_FLAG_1;
|
||||
if (common_data.clip.unk_0A8 != NULL) {
|
||||
@@ -748,7 +748,7 @@ void aBALL_actor_move(Actor* thisx, Game_Play* game_play) {
|
||||
|
||||
aBALL_House_Tree_Rev_Check(this);
|
||||
if (!((this->actor.flags) & ACTOR_FLAG_40)) {
|
||||
if ((this->actor.colResult.inWater) || (this->unk_208 & BALL_208_FLAG_2)) {
|
||||
if ((this->actor.colCheck.colResult.inWater) || (this->unk_208 & BALL_208_FLAG_2)) {
|
||||
Actor_delete(&this->actor);
|
||||
}
|
||||
if (this->actor.speed == 0.0f) {
|
||||
|
||||
@@ -210,7 +210,7 @@ void aFSN_moving(Actor* thisx, Game_Play* game_play) {
|
||||
Game_play_Projection_Trans(game_play, &this->actor.world.pos, &screenPos);
|
||||
if (!(screenPos.x < -40.0f) && !(screenPos.x > 360.0f) && !(screenPos.y < -40.0f) && !(screenPos.y > 280.0f)) {
|
||||
mCoBG_BgCheckControll(NULL, &this->actor, 12.0f, 0, 0, 0, 0);
|
||||
if (this->actor.colResult.hitWall & 1 || this->actor.colResult.unk1 & 1) {
|
||||
if (this->actor.colCheck.colResult.hitWall & 1 || this->actor.colCheck.colResult.unk1 & 1) {
|
||||
this->heightOffset += 0.01f;
|
||||
if (this->heightOffset >= 300.0f) {
|
||||
this->heightOffset = 300.0f;
|
||||
|
||||
+2
-2
@@ -86,7 +86,7 @@
|
||||
- [0x6EE540, c, code/m_view]
|
||||
- [0x6EFC20, asm, code/6EFC20]
|
||||
- [0x6F12E0, asm, code/6F12E0]
|
||||
- [0x6F2150, asm, code/6F2150]
|
||||
- [0x6F2150, c, code/m_roll_lib]
|
||||
- [0x6F2EE0, c, code/PreRender]
|
||||
- [0x6F5180, c, code/THA_GA]
|
||||
- [0x6F5390, c, code/TwoHeadArena]
|
||||
@@ -256,7 +256,7 @@
|
||||
- [0x73B7D0, .rodata, code/m_view]
|
||||
- [0x73B7E0, rodata, code/73B7E0]
|
||||
- [0x73B830, rodata, code/73B830]
|
||||
- [0x73B880, rodata, code/73B880]
|
||||
- [0x73B880, .rodata, code/m_roll_lib]
|
||||
- [0x73B890, .rodata, code/audio]
|
||||
- [0x73B920, .rodata, code/audioMgr]
|
||||
- [0x73B960, rodata, code/73B960]
|
||||
|
||||
Reference in New Issue
Block a user