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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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487 changed files with 14371 additions and 4713 deletions
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@ -96,18 +96,108 @@ extern AnimationHeader D_06000444;
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extern SkeletonHeader D_06001A30;
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static DamageTable sDamageTableBlueGreen = {
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0xF0, 0x02, 0x01, 0xA2, 0xF0, 0xE2, 0xA2, 0xF0, 0x01, 0x02, 0x04, 0xE2, 0xC4, 0xB4, 0x00, 0x00,
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0x00, 0x60, 0x93, 0x83, 0xA0, 0xA0, 0x01, 0x04, 0x02, 0x02, 0x08, 0x04, 0x60, 0x00, 0xA4, 0x00,
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/* Deku nut */ DMG_ENTRY(0, 0xF),
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/* Deku stick */ DMG_ENTRY(2, 0x0),
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/* Slingshot */ DMG_ENTRY(1, 0x0),
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/* Explosive */ DMG_ENTRY(2, 0xA),
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/* Boomerang */ DMG_ENTRY(0, 0xF),
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/* Normal arrow */ DMG_ENTRY(2, 0xE),
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/* Hammer swing */ DMG_ENTRY(2, 0xA),
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/* Hookshot */ DMG_ENTRY(0, 0xF),
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/* Kokiri sword */ DMG_ENTRY(1, 0x0),
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/* Master sword */ DMG_ENTRY(2, 0x0),
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/* Giant's Knife */ DMG_ENTRY(4, 0x0),
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/* Fire arrow */ DMG_ENTRY(2, 0xE),
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/* Ice arrow */ DMG_ENTRY(4, 0xC),
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/* Light arrow */ DMG_ENTRY(4, 0xB),
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/* Unk arrow 1 */ DMG_ENTRY(0, 0x0),
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/* Unk arrow 2 */ DMG_ENTRY(0, 0x0),
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/* Unk arrow 3 */ DMG_ENTRY(0, 0x0),
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/* Fire magic */ DMG_ENTRY(0, 0x6),
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/* Ice magic */ DMG_ENTRY(3, 0x9),
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/* Light magic */ DMG_ENTRY(3, 0x8),
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/* Shield */ DMG_ENTRY(0, 0xA),
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/* Mirror Ray */ DMG_ENTRY(0, 0xA),
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/* Kokiri spin */ DMG_ENTRY(1, 0x0),
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/* Giant spin */ DMG_ENTRY(4, 0x0),
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/* Master spin */ DMG_ENTRY(2, 0x0),
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/* Kokiri jump */ DMG_ENTRY(2, 0x0),
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/* Giant jump */ DMG_ENTRY(8, 0x0),
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/* Master jump */ DMG_ENTRY(4, 0x0),
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/* Unknown 1 */ DMG_ENTRY(0, 0x6),
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/* Unblockable */ DMG_ENTRY(0, 0x0),
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/* Hammer jump */ DMG_ENTRY(4, 0xA),
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/* Unknown 2 */ DMG_ENTRY(0, 0x0),
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};
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static DamageTable sDamageTableRed = {
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0xD0, 0xD0, 0xD0, 0xA2, 0xD0, 0xE2, 0xA2, 0xD0, 0xD0, 0xE2, 0xE4, 0xE2, 0x94, 0xE2, 0xE4, 0xE2,
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0xE2, 0x60, 0x93, 0x60, 0xA0, 0xA0, 0x01, 0xE4, 0xE2, 0x02, 0xE8, 0xE4, 0x60, 0x00, 0xA4, 0x00,
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/* Deku nut */ DMG_ENTRY(0, 0xD),
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/* Deku stick */ DMG_ENTRY(0, 0xD),
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/* Slingshot */ DMG_ENTRY(0, 0xD),
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/* Explosive */ DMG_ENTRY(2, 0xA),
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/* Boomerang */ DMG_ENTRY(0, 0xD),
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/* Normal arrow */ DMG_ENTRY(2, 0xE),
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/* Hammer swing */ DMG_ENTRY(2, 0xA),
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/* Hookshot */ DMG_ENTRY(0, 0xD),
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/* Kokiri sword */ DMG_ENTRY(0, 0xD),
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/* Master sword */ DMG_ENTRY(2, 0xE),
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/* Giant's Knife */ DMG_ENTRY(4, 0xE),
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/* Fire arrow */ DMG_ENTRY(2, 0xE),
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/* Ice arrow */ DMG_ENTRY(4, 0x9),
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/* Light arrow */ DMG_ENTRY(2, 0xE),
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/* Unk arrow 1 */ DMG_ENTRY(4, 0xE),
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/* Unk arrow 2 */ DMG_ENTRY(2, 0xE),
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/* Unk arrow 3 */ DMG_ENTRY(2, 0xE),
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/* Fire magic */ DMG_ENTRY(0, 0x6),
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/* Ice magic */ DMG_ENTRY(3, 0x9),
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/* Light magic */ DMG_ENTRY(0, 0x6),
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/* Shield */ DMG_ENTRY(0, 0xA),
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/* Mirror Ray */ DMG_ENTRY(0, 0xA),
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/* Kokiri spin */ DMG_ENTRY(1, 0x0),
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/* Giant spin */ DMG_ENTRY(4, 0xE),
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/* Master spin */ DMG_ENTRY(2, 0xE),
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/* Kokiri jump */ DMG_ENTRY(2, 0x0),
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/* Giant jump */ DMG_ENTRY(8, 0xE),
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/* Master jump */ DMG_ENTRY(4, 0xE),
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/* Unknown 1 */ DMG_ENTRY(0, 0x6),
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/* Unblockable */ DMG_ENTRY(0, 0x0),
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/* Hammer jump */ DMG_ENTRY(4, 0xA),
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/* Unknown 2 */ DMG_ENTRY(0, 0x0),
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};
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static DamageTable sDamageTableWhite = {
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0xF0, 0xE2, 0xE1, 0xA2, 0xF0, 0xE2, 0xA2, 0xF0, 0xE1, 0xE2, 0xE4, 0x54, 0xE2, 0xE2, 0xE4, 0xE2,
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0xE2, 0x74, 0x60, 0x60, 0xA0, 0xA0, 0xE1, 0xE4, 0xE2, 0xE2, 0xE8, 0xE4, 0x60, 0x00, 0xA4, 0x00,
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/* Deku nut */ DMG_ENTRY(0, 0xF),
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/* Deku stick */ DMG_ENTRY(2, 0xE),
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/* Slingshot */ DMG_ENTRY(1, 0xE),
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/* Explosive */ DMG_ENTRY(2, 0xA),
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/* Boomerang */ DMG_ENTRY(0, 0xF),
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/* Normal arrow */ DMG_ENTRY(2, 0xE),
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/* Hammer swing */ DMG_ENTRY(2, 0xA),
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/* Hookshot */ DMG_ENTRY(0, 0xF),
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/* Kokiri sword */ DMG_ENTRY(1, 0xE),
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/* Master sword */ DMG_ENTRY(2, 0xE),
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/* Giant's Knife */ DMG_ENTRY(4, 0xE),
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/* Fire arrow */ DMG_ENTRY(4, 0x5),
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/* Ice arrow */ DMG_ENTRY(2, 0xE),
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/* Light arrow */ DMG_ENTRY(2, 0xE),
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/* Unk arrow 1 */ DMG_ENTRY(4, 0xE),
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/* Unk arrow 2 */ DMG_ENTRY(2, 0xE),
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/* Unk arrow 3 */ DMG_ENTRY(2, 0xE),
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/* Fire magic */ DMG_ENTRY(4, 0x7),
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/* Ice magic */ DMG_ENTRY(0, 0x6),
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/* Light magic */ DMG_ENTRY(0, 0x6),
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/* Shield */ DMG_ENTRY(0, 0xA),
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/* Mirror Ray */ DMG_ENTRY(0, 0xA),
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/* Kokiri spin */ DMG_ENTRY(1, 0xE),
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/* Giant spin */ DMG_ENTRY(4, 0xE),
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/* Master spin */ DMG_ENTRY(2, 0xE),
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/* Kokiri jump */ DMG_ENTRY(2, 0xE),
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/* Giant jump */ DMG_ENTRY(8, 0xE),
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/* Master jump */ DMG_ENTRY(4, 0xE),
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/* Unknown 1 */ DMG_ENTRY(0, 0x6),
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/* Unblockable */ DMG_ENTRY(0, 0x0),
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/* Hammer jump */ DMG_ENTRY(4, 0xA),
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/* Unknown 2 */ DMG_ENTRY(0, 0x0),
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};
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const ActorInit En_Bb_InitVars = {
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@ -122,16 +212,30 @@ const ActorInit En_Bb_InitVars = {
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(ActorFunc)EnBb_Draw,
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};
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static ColliderJntSphItemInit sJntSphElementInit[1] = {
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static ColliderJntSphElementInit sJntSphElementInit[1] = {
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{
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{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0xFFCFFFFF, 0x00, 0x00 }, 0x00, 0x01, 0x01 },
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{
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ELEMTYPE_UNK0,
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{ 0x00000000, 0x00, 0x00 },
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{ 0xFFCFFFFF, 0x00, 0x00 },
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TOUCH_NONE,
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BUMP_ON,
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OCELEM_ON,
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},
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{ 0, { { 0, -120, 0 }, 4 }, 300 },
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},
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};
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static ColliderJntSphInit sJntSphInit = {
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{ COLTYPE_UNK3, 0x11, 0x09, 0x09, 0x10, COLSHAPE_JNTSPH },
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ARRAY_COUNT(sJntSphElementInit),
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{
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COLTYPE_HIT3,
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AT_ON | AT_TYPE_ENEMY,
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AC_ON | AC_TYPE_PLAYER,
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OC1_ON | OC1_TYPE_PLAYER,
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OC2_TYPE_1,
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COLSHAPE_JNTSPH,
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},
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1,
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sJntSphElementInit,
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};
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@ -230,9 +334,9 @@ void EnBb_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->timer = 0;
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this->flameScaleY = 80.0f;
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this->flameScaleX = 100.0f;
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this->collider.list[0].body.toucherFlags = 9;
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this->collider.list[0].body.toucher.flags = 0xFFCFFFFF;
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this->collider.list[0].body.toucher.damage = 8;
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this->collider.elements[0].info.toucherFlags = TOUCH_ON | TOUCH_SFX_HARD;
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this->collider.elements[0].info.toucher.dmgFlags = 0xFFCFFFFF;
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this->collider.elements[0].info.toucher.damage = 8;
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this->bobSize = this->actionState * 20.0f;
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this->flamePrimAlpha = 255;
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this->moveMode = BBMOVE_NORMAL;
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thisx->naviEnemyId = 0x24;
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thisx->colChkInfo.damageTable = &sDamageTableRed;
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this->flameEnvColor.r = 255;
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this->collider.list[0].body.toucher.effect = 1;
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this->collider.elements[0].info.toucher.effect = 1;
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EnBb_SetupRed(globalCtx, this);
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break;
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case ENBB_WHITE:
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@ -277,7 +381,7 @@ void EnBb_Init(Actor* thisx, GlobalContext* globalCtx) {
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break;
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case ENBB_GREEN_BIG:
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this->path = this->actionState >> 4;
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this->collider.list[0].dim.modelSphere.radius = 0x16;
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this->collider.elements[0].dim.modelSphere.radius = 0x16;
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Actor_SetScale(thisx, 0.03f);
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case ENBB_GREEN:
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thisx->naviEnemyId = 0x1E;
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} else {
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EnBb_SetupFlameTrail(this);
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}
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this->collider.list[0].dim.worldSphere.radius =
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this->collider.list[0].dim.modelSphere.radius * this->collider.list[0].dim.scale;
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this->collider.elements[0].dim.worldSphere.radius =
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this->collider.elements[0].dim.modelSphere.radius * this->collider.elements[0].dim.scale;
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}
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void EnBb_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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@ -530,9 +634,9 @@ void EnBb_Blue(EnBb* this, GlobalContext* globalCtx) {
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}
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}
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Math_SmoothStepToS(&this->actor.posRot.rot.y, this->vMoveAngleY, 1, 0x3E8, 0);
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if ((this->collider.base.acFlags & 2) || (this->collider.base.atFlags & 2)) {
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if ((this->collider.base.acFlags & AC_HIT) || (this->collider.base.atFlags & AT_HIT)) {
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this->vMoveAngleY = this->actor.yawTowardsLink + 0x8000;
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if (this->collider.base.acFlags & 2) {
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if (this->collider.base.acFlags & AC_HIT) {
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afterHitAngle = -0x8000;
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} else {
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afterHitAngle = 0x4000;
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}
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}
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this->actor.posRot.rot.y = this->actor.yawTowardsLink + afterHitAngle;
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this->collider.base.acFlags &= ~2;
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this->collider.base.atFlags &= ~2;
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this->collider.base.acFlags &= ~AC_HIT;
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this->collider.base.atFlags &= ~AT_HIT;
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}
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if (this->maxSpeed >= 6.0f) {
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this->moveMode = BBMOVE_NOCLIP;
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this->maxSpeed = 10.0f;
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}
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if (this->collider.base.atFlags & 2) {
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if (this->collider.base.atFlags & AT_HIT) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_BITE);
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this->collider.base.atFlags &= ~2;
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this->collider.base.atFlags &= ~AT_HIT;
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}
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this->actor.shape.rot.y = this->actor.posRot.rot.y;
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} else if (Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f) == 0.0f) {
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}
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this->moveMode = BBMOVE_NOCLIP;
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this->maxSpeed = 10.0f;
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if (this->collider.base.atFlags & 2) {
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if (this->collider.base.atFlags & AT_HIT) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_BITE);
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this->collider.base.atFlags &= ~2;
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this->collider.base.atFlags &= ~AT_HIT;
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}
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if (Math_CosF(this->bobPhase) == 0.0f) {
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if (this->charge) {
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this->actionState++;
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this->timer = (Rand_ZeroOne() * 30.0f) + 60.0f;
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if (this->vFlameTimer != 0) {
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this->collider.base.acFlags &= ~2;
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this->collider.base.acFlags &= ~AC_HIT;
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}
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_BUBLE_DOWN);
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}
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@ -1033,8 +1137,8 @@ void EnBb_Stunned(EnBb* this, GlobalContext* globalCtx) {
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}
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void EnBb_CollisionCheck(EnBb* this, GlobalContext* globalCtx) {
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if (this->collider.base.atFlags & 4) {
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this->collider.base.atFlags &= ~4;
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if (this->collider.base.atFlags & AT_BOUNCED) {
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this->collider.base.atFlags &= ~AT_BOUNCED;
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if (this->action != BB_DOWN) {
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if (this->actor.params >= ENBB_RED) {
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this->actor.posRot.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsLink + 0x8000;
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this->actionVar2 = 1;
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}
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}
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if (this->collider.base.acFlags & 2) {
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this->collider.base.acFlags &= ~2;
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if (this->collider.base.acFlags & AC_HIT) {
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this->collider.base.acFlags &= ~AC_HIT;
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this->dmgEffect = this->actor.colChkInfo.damageEffect;
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func_80035650(&this->actor, &this->collider.list[0].body, 0);
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func_80035650(&this->actor, &this->collider.elements[0].info, 0);
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switch (this->dmgEffect) {
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case 7:
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this->actor.freezeTimer = this->collider.list[0].body.acHitItem->toucher.damage;
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this->actor.freezeTimer = this->collider.elements[0].info.acHitInfo->toucher.damage;
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case 5:
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this->fireIceTimer = 0x30;
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//! @bug
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//! Din's Fire on a white bubble will do just that. The mechanism is complex and described below.
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goto block_15;
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case 6:
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this->actor.freezeTimer = this->collider.list[0].body.acHitItem->toucher.damage;
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this->actor.freezeTimer = this->collider.elements[0].info.acHitInfo->toucher.damage;
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break;
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case 8:
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case 9:
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@ -1087,7 +1191,7 @@ void EnBb_CollisionCheck(EnBb* this, GlobalContext* globalCtx) {
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((this->actor.params != ENBB_WHITE) && (this->flameScaleX < 20.0f))) {
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Actor_ApplyDamage(&this->actor);
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} else {
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this->collider.base.acFlags |= 2;
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this->collider.base.acFlags |= AC_HIT;
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}
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}
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if (this->actor.colChkInfo.health == 0) {
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func_8002E4B4(globalCtx, &this->actor, sp34, 25.0f, 20.0f, 5);
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}
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this->actor.posRot2.pos = this->actor.posRot.pos;
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this->collider.list->dim.worldSphere.center.x = this->actor.posRot.pos.x;
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this->collider.list->dim.worldSphere.center.y =
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this->collider.elements->dim.worldSphere.center.x = this->actor.posRot.pos.x;
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this->collider.elements->dim.worldSphere.center.y =
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this->actor.posRot.pos.y + (this->actor.shape.unk_08 * this->actor.scale.y);
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this->collider.list->dim.worldSphere.center.z = this->actor.posRot.pos.z;
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this->collider.elements->dim.worldSphere.center.z = this->actor.posRot.pos.z;
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if ((this->action > BB_KILL) && ((this->actor.speedXZ != 0.0f) || (this->action == BB_GREEN))) {
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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@ -41,7 +41,7 @@ typedef struct EnBb {
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/* 0x02A8 */ s16 fireIceTimer;
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/* 0x02AA */ u8 dmgEffect;
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/* 0x02AC */ ColliderJntSph collider;
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/* 0x02CC */ ColliderJntSphItem elements[1];
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/* 0x02CC */ ColliderJntSphElement elements[1];
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/* 0x030C */ struct_80032E24 enPartInfo;
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/* 0x0324 */ Actor* targetActor;
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} EnBb; // size = 0x0328
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