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z_collision_check.c OK (#1642)
* Match z_collision_check.c * Disable function declarations * Remove /* OOT_DEBUG */ * Remove newlines around ifdef * Newlines * Tweak z_actor.c #if to avoid merge conflicts
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4 changed files with 29 additions and 5 deletions
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@ -619,8 +619,10 @@ u16 WaterBox_GetBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox);
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u32 WaterBox_GetLightIndex(CollisionContext* colCtx, WaterBox* waterBox);
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s32 func_80042708(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* point, Vec3f* closestPoint);
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s32 func_800427B4(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec3f* pointB, Vec3f* closestPoint);
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#if OOT_DEBUG
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void BgCheck_DrawDynaCollision(PlayState*, CollisionContext*);
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void BgCheck_DrawStaticCollision(PlayState*, CollisionContext*);
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#endif
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void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId);
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s32 DynaPolyActor_TransformCarriedActor(CollisionContext* colCtx, s32 bgId, Actor* carriedActor);
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void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 transformFlags);
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@ -665,8 +667,10 @@ s32 func_8005B198(void);
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s16 Camera_SetFinishedFlag(Camera* camera);
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DamageTable* DamageTable_Get(s32 index);
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void DamageTable_Clear(DamageTable* table);
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#if OOT_DEBUG
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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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#endif
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s32 Collider_InitJntSph(PlayState* play, ColliderJntSph* jntSph);
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s32 Collider_FreeJntSph(PlayState* play, ColliderJntSph* jntSph);
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s32 Collider_DestroyJntSph(PlayState* play, ColliderJntSph* jntSph);
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@ -714,8 +718,10 @@ void CollisionCheck_DestroyContext(PlayState* play, CollisionCheckContext* colCh
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void CollisionCheck_ClearContext(PlayState* play, CollisionCheckContext* colChkCtx);
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void CollisionCheck_EnableSAC(PlayState* play, CollisionCheckContext* colChkCtx);
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void CollisionCheck_DisableSAC(PlayState* play, CollisionCheckContext* colChkCtx);
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#if OOT_DEBUG
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void Collider_Draw(PlayState* play, Collider* col);
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void CollisionCheck_DrawCollision(PlayState* play, CollisionCheckContext* colChkCtx);
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#endif
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s32 CollisionCheck_SetAT(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider);
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s32 CollisionCheck_SetAT_SAC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
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s32 CollisionCheck_SetAC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider);
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