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* C file * func_80077620_jp, CollisionCheck_dt, CollisionCheck_clear * CollisionCheck_OC * CollisionCheck_Check1ClObjNoOC and CollisionCheck_Check2ClObjNoOC * CollisionCheck_OC_Pipe_Vs_JntSph, CollisionCheck_Status_ct, CollisionCheck_Status_Clear * CollisionCheck_OC_Pipe_Vs_Pipe and CollisionCheck_OCC * CollisionCheck_OC_JntSph_Vs_Pipe * CollisionCheck_OC_JntSph_Vs_JntSph * CollisionCheck_workTrisElemCenter, CollisionCheck_OCC_Tris_Vs_Pipe * CollisionCheck_OCC_Tris_Vs_JntSph * a bunch * ClObjElem_ct, ClObjTrisElemAttr_ct, ClObjTrisElemAttr_set, ClObjTrisElem_set, ClObjTris_ct, ClObjTris_set5_nzm * fix warnings * ClObj_ct, ClObj_dt, ClObj_OCClear, ClObjElem_OCClear, ClObjJntSphElem_OCClear, ClObjJntSph_OCClear, ClObjPipeAttr_dt, ClObjPipe_dt, ClObjPipe_OCClear, ClObjTrisElem_OCClear, ClObjTris_OCClear, CollisionCheck_setOCC, CollisionCheck_Status_set3, CollisionCheck_Uty_ActorWorldPosSetPipeC * ClObjTrisElem_OCCClear, ClObj_OCCClear, ClObjTris_OCCClear, CollisionCheck_Uty_setTrisPos_ad * get_type, CollisionCheck_setOC_HitInfo * ClObjTrisElemAttr_dt, ClObjTrisElem_dt, ClObjTris_dt_nzf * func_80076CC0_jp, func_80076D68_jp, func_80076E2C_jp * match all * naming * cleanup * cleanup * name some members and flags * more naming * and more cleaning up * idk * migrate data * format * premigrate collision data in actors
74 lines
2.0 KiB
C
74 lines
2.0 KiB
C
#ifndef M_LIB_H
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#define M_LIB_H
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#include "ultra64.h"
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#include "z64math.h"
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#include "unk.h"
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struct Game_Play;
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void mem_copy(u8* dst, u8* src, u32 size);
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s32 mem_clear(void* ptr, size_t size, u8 value);
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// void mem_cmp();
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f32 cos_s(s16 angle);
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f32 sin_s(s16 angle);
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// void chase_angle();
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// void chase_s();
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s32 chase_f(f32* arg0, f32 arg1, f32 arg2);
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// void chase_angle2();
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// void chase_s2();
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// void chase_s3();
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// void chase_f2();
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// void chase_f3();
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// void inter_float();
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// void stick_ratio_set();
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// void get_random_timer();
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// void get_random_pattern_timer();
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void xyz_t_move(Vec3f* dst, Vec3f* src);
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void xyz_t_move_s_xyz(Vec3f* dst, Vec3s* src);
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// void xyz_t_add();
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// void xyz_t_sub();
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// void xyz_t_sub_ss();
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// void xyz_t_mult_v();
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// void search_position_distance();
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// void search_position_distance2();
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f32 search_position_distanceXZ(Vec3f* arg0, Vec3f* arg1);
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// void search_position_high();
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s16 search_position_angleY(Vec3f* arg0, Vec3f* arg1);
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// void search_position_angleX();
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// void ValueSet_process();
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// void ValueSet__s_char();
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// void ValueSet__u_char();
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// void ValueSet__s_short();
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// void ValueSet__u_short();
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// void ValueSet__s_int();
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// void ValueSet__u_int();
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// void ValueSet__float();
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// void ValueSet__float_x1000();
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// void ValueSet__xyz_t();
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// void ValueSet__xyz_t_x1000();
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// void ValueSet__s_xyz();
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// void add_calc();
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// void add_calc2();
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// void add_calc0();
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// void add_calc_a();
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// void add_calc_short_angle2();
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// void add_calc_short_angle3();
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// void adds();
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// void rgba_t_move();
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UNK_RET none_proc1(void);
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// void none_proc2();
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// void Cheap_gfx_display();
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// void Cheap_gfx_display_xlu();
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s32 _Game_play_isPause(struct Game_Play* game_play);
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void *Lib_SegmentedToVirtual(void *ptr); //original name unknown, taken from majora's mask
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// void func_8009ADE0_jp();
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// void func_8009AE28_jp();
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// void func_8009AE44_jp();
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f32 check_percent_abs(f32 x, f32 min, f32 max, f32 scale, int shift_by_min);
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// void get_percent_forAccelBrake();
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// void Game_play_Projection_Trans();
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// void get_percent();
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#endif
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