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Document Collision_Check (#468)
* Darkmeiro decompilation Bg_Gnd_Darkmeiro decompiled, matched, and documented. * give this a shot * fix conflict * one more try * could be useful * whoops * some decomp * still playing around with this * rename functions * ZAP again * ZAP again * the renaming begins * more renaming. hopefully didn't break anything * change all the things * this and then merge * and done * one little thing * small docs, small rename * changed mind on cylinder and quad elements * something * more stuff * more docs * more adjustments * Fixed some types * more fixes * all sorts of cleanup * now with flags * match! * names and such * update tools * damage tables * ColChkInfo * one more thing * formatting * more formatting * anime merge * some stuff * damage table * again * changes * .s * changes * oc2 type * a couple things * format * un-name magic arrows, not enough proof yet * fix damage table script and remove old one * EnAObj * changes Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Fig02 <fig02srl@gmail.com>
This commit is contained in:
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487 changed files with 14371 additions and 4713 deletions
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@ -517,7 +517,7 @@ void func_8003555C(GlobalContext* globalCtx, Vec3f* arg1, Vec3f* arg2, Vec3f* ar
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void func_800355B8(GlobalContext* globalCtx, Vec3f* arg1);
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u8 func_800355E4(GlobalContext* globalCtx, Collider* collider);
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u8 Actor_ApplyDamage(Actor* actor);
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void func_80035650(Actor* actor, ColliderBody* colBody, s32 freezeFlag);
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void func_80035650(Actor* actor, ColliderInfo* colBody, s32 freezeFlag);
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void func_8003573C(Actor* actor, ColliderJntSph* colBody, s32 freezeFlag);
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void func_80035844(Vec3f* arg0, Vec3f* arg1, s16* arg2, s32 arg3);
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void func_800359B8(Actor* actor, s16 arg1, Vec3s* arg2);
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@ -742,99 +742,59 @@ void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* d
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UNK_TYPE arg6);
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s16 func_8005B1A4(Camera* camera);
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DamageTable* DamageTable_Get(s32 index);
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void func_8005B280(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC);
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void func_8005B2AC(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC, u8 r, u8 g, u8 b);
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s32 Collider_InitBase(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_DestroyBase(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_SetBase_Actor(GlobalContext* globalCtx, Collider* collider, ColliderInit_Actor* src);
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s32 Collider_SetBase_Set3(GlobalContext* globalCtx, Collider* collider, Actor* actor, ColliderInit_Set3* src);
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s32 Collider_SetBase(GlobalContext* globalCtx, Collider* collider, Actor* actor, ColliderInit* src);
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void Collider_BaseSetAT(GlobalContext* globalCtx, Collider* collider);
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void Collider_BaseSetAC(GlobalContext* globalCtx, Collider* collider);
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void Collider_BaseSetOC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_InitTouch(GlobalContext* globalCtx, ColliderTouch* touch);
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s32 Collider_DestroyTouch(GlobalContext* globalCtx, ColliderTouch* touch);
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s32 Collider_SetTouch(GlobalContext* globalCtx, ColliderTouch* dest, ColliderTouch* src);
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void Collider_BodySetAT_Unk(GlobalContext* globalCtx, ColliderBody* body);
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s32 Collider_InitBump(GlobalContext* globalCtx, ColliderBump* bump);
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s32 Collider_DestroyBump(GlobalContext* globalCtx, ColliderBump* bump);
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s32 Collider_SetBump(GlobalContext* globalCtx, ColliderBump* bump, ColliderBumpInit* init);
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s32 Collider_InitBody(GlobalContext* globalCtx, ColliderBody* body);
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s32 Collider_DestroyBody(GlobalContext* globalCtx, ColliderBody* body);
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s32 Collider_SetBody(GlobalContext* globalCtx, ColliderBody* body, ColliderBodyInit* bodyInit);
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void Collider_BodySetAT(GlobalContext* globalCtx, ColliderBody* body);
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void Collider_BodySetAC(GlobalContext* globalCtx, ColliderBody* body);
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void Collider_BodySetOC(GlobalContext* globalCtx, ColliderBody* body);
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s32 Collider_InitJntSphItemDim(GlobalContext* globalCtx, ColliderJntSphItemDim* dim);
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s32 Collider_DestroyJntSphItemDim(GlobalContext* globalCtx, ColliderJntSphItemDim* item);
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s32 Collider_SetJntSphItemDim(GlobalContext* globalCtx, ColliderJntSphItemDim* dest, ColliderJntSphItemDimInit* src);
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s32 Collider_InitJntSphItem(GlobalContext* globalCtx, ColliderJntSphItem* item);
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s32 Collider_DestroyJntSphItem(GlobalContext* globalCtx, ColliderJntSphItem* item);
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s32 Collider_SetJntSphItem(GlobalContext* globalCtx, ColliderJntSphItem* dest, ColliderJntSphItemInit* src);
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s32 Collider_JntSphItemSetAT(GlobalContext* globalCtx, ColliderJntSphItem* collider);
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s32 Collider_JntSphItemSetAC(GlobalContext* globalCtx, ColliderJntSphItem* collider);
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s32 Collider_JntSphItemSetOC(GlobalContext* globalCtx, ColliderJntSphItem* collider);
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void DamageTable_Clear(DamageTable* table);
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void Collider_DrawRedPoly(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC);
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void Collider_DrawPoly(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC, u8 r, u8 g, u8 b);
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s32 Collider_InitJntSph(GlobalContext* globalCtx, ColliderJntSph* collider);
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s32 Collider_FreeJntSph(GlobalContext* globalCtx, ColliderJntSph* collider);
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s32 Collider_DestroyJntSph(GlobalContext* globalCtx, ColliderJntSph* collider);
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s32 Collider_SetJntSph_Set(GlobalContext* globalCtx, ColliderJntSph* dest, ColliderJntSphInit_Actor* src);
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s32 Collider_SetJntSph_Set3(GlobalContext* globalCtx, ColliderJntSph* dest, Actor* actor, ColliderJntSphInit_Set3* src);
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s32 Collider_SetJntSph_Set5(GlobalContext* globalCtx, ColliderJntSph* dest, Actor* actor, ColliderJntSphInit* src);
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s32 Collider_SetJntSphToActor(GlobalContext* globalCtx, ColliderJntSph* dest, ColliderJntSphInitToActor* src);
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s32 Collider_SetJntSphAllocType1(GlobalContext* globalCtx, ColliderJntSph* dest, Actor* actor,
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ColliderJntSphInitType1* src);
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s32 Collider_SetJntSphAlloc(GlobalContext* globalCtx, ColliderJntSph* dest, Actor* actor, ColliderJntSphInit* src);
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s32 Collider_SetJntSph(GlobalContext* globalCtx, ColliderJntSph* dest, Actor* actor, ColliderJntSphInit* src,
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ColliderJntSphItem* list);
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s32 Collider_InitCylinderDim(GlobalContext* globalCtx, Cylinder16* dim);
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s32 Collider_DestroyCylinderDim(GlobalContext* globalCtx, Cylinder16* dim);
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s32 Collider_SetCylinderDim(GlobalContext* globalCtx, Cylinder16* dest, Cylinder16* src);
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ColliderJntSphElement* elements);
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s32 Collider_ResetJntSphAT(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_ResetJntSphAC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_ResetJntSphOC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_InitCylinder(GlobalContext* globalCtx, ColliderCylinder* collider);
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s32 Collider_DestroyCylinder(GlobalContext* globalCtx, ColliderCylinder* collider);
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s32 Collider_SetCylinder_Actor(GlobalContext* globalCtx, ColliderCylinder* collider, ColliderCylinderInit_Actor* arg2);
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s32 Collider_SetCylinder_Set3(GlobalContext* globalCtx, ColliderCylinder* collider, Actor* actor,
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ColliderCylinderInit_Set3* src);
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s32 Collider_SetCylinderToActor(GlobalContext* globalCtx, ColliderCylinder* collider, ColliderCylinderInitToActor* src);
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s32 Collider_SetCylinderType1(GlobalContext* globalCtx, ColliderCylinder* collider, Actor* actor,
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ColliderCylinderInitType1* src);
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s32 Collider_SetCylinder(GlobalContext* globalCtx, ColliderCylinder* collider, Actor* actor, ColliderCylinderInit* src);
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s32 Collider_CylinderSetAT(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_CylinderSetAC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_CylinderSetOC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_InitTrisItemDim(GlobalContext* globalCtx, TriNorm* dim);
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s32 Collider_DestroyTrisItemDim(GlobalContext* globalCtx, TriNorm* dim);
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s32 Collider_SetTrisItemDim(GlobalContext* globalCtx, TriNorm* dest, ColliderTrisItemDimInit* src);
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s32 Collider_InitTrisItem(GlobalContext* globalCtx, ColliderTrisItem* collider);
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s32 Collider_DestroyTrisItem(GlobalContext* globalCtx, ColliderTrisItem* collider);
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s32 Collider_SetTrisItem(GlobalContext* globalCtx, ColliderTrisItem* dest, ColliderTrisItemInit* src);
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s32 Collider_TrisItemSetAT(GlobalContext* globalCtx, ColliderTrisItem* item);
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s32 Collider_TrisItemSetAC(GlobalContext* globalCtx, ColliderTrisItem* item);
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s32 Collider_TrisItemSetOC(GlobalContext* globalCtx, ColliderTrisItem* item);
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s32 Collider_ResetCylinderAT(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_ResetCylinderAC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_ResetCylinderOC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_InitTris(GlobalContext* globalCtx, ColliderTris* tris);
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s32 Collider_FreeTris(GlobalContext* globalCtx, ColliderTris* tris);
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s32 Collider_DestroyTris(GlobalContext* globalCtx, ColliderTris* tris);
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s32 Collider_SetTris_Set3(GlobalContext* globalCtx, ColliderTris* dest, Actor* actor, ColliderTrisInit_Set3* src);
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s32 Collider_SetTris_Set5(GlobalContext* globalCtx, ColliderTris* dest, Actor* actor, ColliderTrisInit* src);
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s32 Collider_SetTrisAllocType1(GlobalContext* globalCtx, ColliderTris* dest, Actor* actor, ColliderTrisInitType1* src);
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s32 Collider_SetTrisAlloc(GlobalContext* globalCtx, ColliderTris* dest, Actor* actor, ColliderTrisInit* src);
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s32 Collider_SetTris(GlobalContext* globalCtx, ColliderTris* dest, Actor* actor, ColliderTrisInit* src,
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ColliderTrisItem* list);
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s32 Collider_TrisSetAT(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_TrisSetAC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_TrisSetOC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_InitQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dim);
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s32 Collider_DestroyQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dim);
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s32 func_8005CEC4(GlobalContext* globalCtx, ColliderQuadDim* dim);
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void func_8005CEDC(ColliderQuadDim* dim);
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s32 Collider_SetQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dest, ColliderQuadDimInit* src);
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ColliderTrisElement* elements);
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s32 Collider_ResetTrisAT(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_ResetTrisAC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_ResetTrisOC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_InitQuad(GlobalContext* globalCtx, ColliderQuad* collider);
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s32 Collider_DestroyQuad(GlobalContext* globalCtx, ColliderQuad* collider);
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s32 Collider_SetQuad_Set3(GlobalContext* globalCtx, ColliderQuad* collider, Actor* actor, ColliderQuadInit_Set3* src);
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s32 Collider_SetQuadType1(GlobalContext* globalCtx, ColliderQuad* collider, Actor* actor, ColliderQuadInitType1* src);
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s32 Collider_SetQuad(GlobalContext* globalCtx, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src);
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s32 Collider_QuadSetAT(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_QuadSetAC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_QuadSetOC(GlobalContext* globalCtx, Collider* collider);
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s32 func_8005D218(GlobalContext* globalCtx, ColliderQuad* quad, Vec3f* arg2);
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s32 Collider_InitOcLine(GlobalContext* globalCtx, OcLine* line);
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s32 Collider_DestroyOcLine(GlobalContext* globalCtx, OcLine* line);
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void func_8005D3BC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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void CollisionCheck_DestroyContext(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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s32 Collider_ResetQuadAT(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_ResetQuadAC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_ResetQuadOC(GlobalContext* globalCtx, Collider* collider);
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s32 Collider_InitLine(GlobalContext* globalCtx, OcLine* line);
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s32 Collider_DestroyLine(GlobalContext* globalCtx, OcLine* line);
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s32 Collider_SetLinePoints(GlobalContext* globalCtx, OcLine* ocLine, Vec3f* a, Vec3f* b);
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s32 Collider_SetLine(GlobalContext* globalCtx, OcLine* dest, OcLine* src);
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s32 Collider_ResetLineOC(GlobalContext* globalCtx, OcLine* line);
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void CollisionCheck_InitContext(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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void CollisionCheck_DestroyContext(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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void CollisionCheck_ClearContext(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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void CollisionCheck_EnableSAC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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void CollisionCheck_DisableSAC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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void func_8005D4DC(GlobalContext* globalCtx, Collider* collider);
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void CollisionCheck_Draw(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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void Collider_Draw(GlobalContext* globalCtx, Collider* collider);
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void CollisionCheck_DrawCollision(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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s32 CollisionCheck_SetAT(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider);
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s32 CollisionCheck_SetAT_SAC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
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s32 CollisionCheck_SetAC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider);
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@ -842,49 +802,36 @@ s32 CollisionCheck_SetAC_SAC(GlobalContext* globalCtx, CollisionCheckContext* co
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s32 CollisionCheck_SetOC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider);
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s32 CollisionCheck_SetOC_SAC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
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s32 CollisionCheck_SetOCLine(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, OcLine* collider);
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// ? func_8005DF2C(?);
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// ? func_8005DF50(?);
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// ? func_8005DF74(?);
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void func_8005DFAC(GlobalContext* globalCtx, Collider* collider, Vec3f* pos);
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void func_8005E10C(GlobalContext* globalCtx, Collider* collider, Vec3f* pos);
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// ? func_8005E2EC(?);
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// ? func_8005E4F8(?);
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// ? func_8005E604(?);
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// ? func_8005E800(?);
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// ? func_8005E81C(?);
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// ? func_800611A0(?);
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// ? func_80061274(?);
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void func_8006139C(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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// ? func_8006146C(?);
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// ? func_800614A4(?);
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// ? func_80061BF4(?);
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// ? func_80061C18(?);
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void CollisionCheck_BlueBlood(GlobalContext* globalCtx, Collider* collider, Vec3f* v);
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void CollisionCheck_AT(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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void CollisionCheck_OC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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// ? func_80061E48(?);
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void func_80061E8C(CollisionCheckInfo* info);
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void func_80061EB0(CollisionCheckInfo* info, CollisionCheckInfoInit* init);
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void func_80061ED4(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit* init);
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void func_80061EFC(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit2* init);
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// ? func_80061F64(?);
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// ? func_800622E4(?);
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s32 CollisionCheck_GeneralLineOcCheck(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Vec3f* camera_3C,
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Vec3f* arg3, Actor** arg4, s32 arg5);
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s32 func_800626B0(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Vec3f* camera_3C, Vec3f* arg3,
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Actor** arg4, s32 arg5);
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void Collider_CylinderUpdate(Actor* actor, ColliderCylinder* collider);
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void func_80062718(ColliderCylinder* collider, Vec3s* pos);
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void func_80062734(ColliderQuad* collider, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d);
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void func_800627A0(ColliderTris* collider, s32 index, Vec3f* a, Vec3f* b, Vec3f* c);
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void func_800628A4(s32 arg0, ColliderJntSph* collider);
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void func_80062A28(GlobalContext*, Vec3f*);
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void func_80062B80(GlobalContext*, Vec3f*);
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void func_80062CD4(GlobalContext* globalCtx, Vec3f* v);
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void func_80062D60(GlobalContext* globalCtx, Vec3f* v);
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void func_80062DAC(GlobalContext* globalCtx, Vec3f* v, Vec3f* arg2);
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void func_80062DF4(GlobalContext* globalCtx, Vec3f* v);
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void func_80062E14(GlobalContext* globalCtx, Vec3f* arg1, Vec3f* arg2);
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s32 func_80062ECC(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos, Vec3f* itemProjPos, Vec3f* out1,
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Vec3f* out2);
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void CollisionCheck_InitInfo(CollisionCheckInfo* info);
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void CollisionCheck_ResetDamage(CollisionCheckInfo* info);
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void CollisionCheck_SetInfoNoDamageTable(CollisionCheckInfo* info, CollisionCheckInfoInit* init);
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void CollisionCheck_SetInfo(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit* init);
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void CollisionCheck_SetInfo2(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit2* init);
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void CollisionCheck_SetInfoGetDamageTable(CollisionCheckInfo* info, s32 index, CollisionCheckInfoInit2* init);
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void CollisionCheck_Damage(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx);
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s32 CollisionCheck_LineOCCheckAll(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b);
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s32 CollisionCheck_LineOCCheck(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b,
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Actor** exclusions, s32 numExclusions);
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void Collider_UpdateCylinder(Actor* actor, ColliderCylinder* collider);
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void Collider_SetCylinderPosition(ColliderCylinder* collider, Vec3s* pos);
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void Collider_SetQuadVertices(ColliderQuad* collider, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d);
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void Collider_SetTrisVertices(ColliderTris* collider, s32 index, Vec3f* a, Vec3f* b, Vec3f* c);
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void Collider_SetTrisDim(GlobalContext* globalCtx, ColliderTris* collider, s32 index,
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ColliderTrisElementDimInit* init);
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void Collider_UpdateSpheres(s32 limb, ColliderJntSph* collider);
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void CollisionCheck_SpawnRedBlood(GlobalContext* globalCtx, Vec3f* v);
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void CollisionCheck_SpawnWaterDroplets(GlobalContext* globalCtx, Vec3f* v);
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void CollisionCheck_SpawnShieldParticles(GlobalContext* globalCtx, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesMetal(GlobalContext* globalCtx, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesMetalSound(GlobalContext* globalCtx, Vec3f* v, Vec3f* actorPos);
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void CollisionCheck_SpawnShieldParticlesMetal2(GlobalContext* globalCtx, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* globalCtx, Vec3f* b, Vec3f* actorPos);
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s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos,
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Vec3f* itemProjPos, Vec3f* out1, Vec3f* out2);
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u8 CollisionCheck_GetSwordDamage(s32 dmgFlags);
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void SaveContext_Init(void);
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// ? func_800636C0(?);
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void func_8006375C(s32 arg0, s32 arg1, const char* text);
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@ -934,6 +881,7 @@ void SkelCurve_Draw(Actor* actor, GlobalContext* globalCtx, SkelAnimeCurve* skel
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// ? func_8006D0EC(?);
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||||
// ? func_8006D684(?);
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void func_8006DC68(GlobalContext* globalCtx, Player* player);
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||||
void func_8006DD9C(Actor* actor, Vec3f* arg1, s16 arg2);
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||||
u32 Jpeg_SendTask(JpegContext* ctx);
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void Jpeg_CopyToZbuffer(u16* src, u16* zbuffer, s32 x, s32 y);
|
||||
u16 Jpeg_GetU16(u8* ptr);
|
||||
|
|
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Reference in a new issue