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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>
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@ -30,6 +30,44 @@ const ActorInit En_Ba_InitVars = {
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(ActorFunc)EnBa_Update,
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(ActorFunc)EnBa_Draw,
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};
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static ColliderJntSphElementInit D_809B808C[2] = {
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{
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x00000010, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ 8, { { 0, 0, 0 }, 20 }, 100 },
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},
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{
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{
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ELEMTYPE_UNK0,
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{ 0x20000000, 0x00, 0x04 },
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{ 0x00000000, 0x00, 0x00 },
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TOUCH_ON | TOUCH_SFX_NORMAL,
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BUMP_NONE,
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OCELEM_NONE,
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},
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{ 13, { { 0, 0, 0 }, 25 }, 100 },
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},
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};
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static ColliderJntSphInit D_809B80D4 = {
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{
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COLTYPE_HIT0,
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AT_ON | AT_TYPE_ENEMY,
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AC_ON | AC_TYPE_PLAYER,
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OC1_NONE,
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OC2_NONE,
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COLSHAPE_JNTSPH,
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},
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2,
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D_809B808C,
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};
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*/
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Ba/func_809B6350.s")
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