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Remove global.h from z_fishing (#1977)
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a599d7d548
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8 changed files with 25 additions and 17 deletions
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@ -1,6 +1,7 @@
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#ifndef Z64ACTOR_H
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#define Z64ACTOR_H
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#include "color.h"
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#include "z64dma.h"
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#include "z64animation.h"
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#include "z64math.h"
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@ -14,19 +15,15 @@
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#define MASS_HEAVY 0xFE // Can only be pushed by OC colliders from actors with IMMOVABLE or HEAVY mass.
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struct Actor;
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struct PlayState;
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struct CollisionPoly;
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struct Lights;
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struct PlayState;
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typedef void (*ActorFunc)(struct Actor*, struct PlayState*);
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typedef void (*ActorShadowFunc)(struct Actor*, struct Lights*, struct PlayState*);
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typedef u16 (*NpcGetTextIdFunc)(struct PlayState*, struct Actor*);
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typedef s16 (*NpcUpdateTalkStateFunc)(struct PlayState*, struct Actor*);
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typedef struct {
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Vec3f pos;
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Vec3s rot;
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} PosRot; // size = 0x14
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typedef struct {
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/* 0x00 */ s16 id;
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/* 0x02 */ u8 category; // Classifies actor and determines when it will update or draw
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@ -270,8 +267,8 @@ typedef struct Actor {
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/* 0x068 */ f32 speed; // Context dependent speed value. Can be used for XZ or XYZ depending on which move function is used
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/* 0x06C */ f32 gravity; // Acceleration due to gravity. Value is added to Y velocity every frame
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/* 0x070 */ f32 minVelocityY; // Sets the lower bounds cap for velocity along the Y axis. Only relevant when moved with gravity.
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/* 0x074 */ CollisionPoly* wallPoly; // Wall polygon the actor is touching
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/* 0x078 */ CollisionPoly* floorPoly; // Floor polygon directly below the actor
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/* 0x074 */ struct CollisionPoly* wallPoly; // Wall polygon the actor is touching
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/* 0x078 */ struct CollisionPoly* floorPoly; // Floor polygon directly below the actor
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/* 0x07C */ u8 wallBgId; // Bg ID of the wall polygon the actor is touching
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/* 0x07D */ u8 floorBgId; // Bg ID of the floor polygon directly below the actor
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/* 0x07E */ s16 wallYaw; // Y rotation of the wall polygon the actor is touching
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@ -49,7 +49,7 @@ typedef struct {
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// flags for flags_vIB
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#define COLPOLY_IS_FLOOR_CONVEYOR (1 << 0)
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typedef struct {
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typedef struct CollisionPoly {
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/* 0x00 */ u16 type;
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union {
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u16 vtxData[3];
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@ -130,6 +130,9 @@
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// Use a camera pivot setting that allows camera rotation (CAM_SET_PIVOT_SHOP_BROWSING for shop specifically)
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#define VIEWPOINT_PIVOT (BGCAM_INDEX_TOGGLE_PIVOT + 1)
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struct Actor;
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struct CollisionPoly;
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typedef enum {
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/* 0x00 */ CAM_SET_NONE,
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/* 0x01 */ CAM_SET_NORMAL0,
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@ -336,7 +339,7 @@ typedef enum {
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typedef struct {
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/* 0x00 */ Vec3f collisionClosePoint;
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/* 0x0C */ CollisionPoly* atEyePoly;
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/* 0x0C */ struct CollisionPoly* atEyePoly;
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/* 0x10 */ f32 swingUpdateRate;
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/* 0x14 */ s16 unk_14;
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/* 0x16 */ s16 unk_16;
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@ -676,7 +679,7 @@ typedef struct {
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/* 0x00 */ f32 initialEyeToAtDist;
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/* 0x04 */ f32 roll;
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/* 0x08 */ f32 yPosOffset;
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/* 0x0C */ Actor* target;
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/* 0x0C */ struct Actor* target;
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/* 0x10 */ f32 unk_10;
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/* 0x14 */ s16 unk_14; // unused
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/* 0x16 */ s16 initialEyeToAtYaw;
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@ -757,7 +760,7 @@ typedef struct {
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/* 0x00 */ f32 unk_00;
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/* 0x04 */ f32 unk_04;
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/* 0x08 */ f32 unk_08;
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/* 0x0C */ Actor* unk_0C;
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/* 0x0C */ struct Actor* unk_0C;
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/* 0x10 */ s16 unk_10;
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/* 0x12 */ s16 unk_12;
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/* 0x14 */ s16 unk_14;
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@ -806,7 +809,7 @@ typedef struct {
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/* 0x00 */ f32 eyeToAtTargetR;
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/* 0x08 */ f32 eyeToAtTargetYaw;
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/* 0x04 */ f32 eyeToAtTargetPitch;
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/* 0x0C */ Actor* target;
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/* 0x0C */ struct Actor* target;
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/* 0x10 */ Vec3f atTarget;
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/* 0x1C */ s16 animTimer;
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} KeepOn3ReadWriteData; // size = 0x20
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@ -1548,7 +1551,7 @@ typedef union {
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typedef struct {
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/* 0x00 */ Vec3f pos;
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/* 0x0C */ Vec3f norm;
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/* 0x18 */ CollisionPoly* poly;
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/* 0x18 */ struct CollisionPoly* poly;
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/* 0x1C */ VecGeo geoNorm;
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/* 0x24 */ s32 bgId;
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} CamColChk; // size = 0x28
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@ -2,6 +2,7 @@
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#define Z64CUTSCENE_H
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#include "ultra64.h"
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#include "z64math.h"
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typedef union CutsceneData {
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s32 i;
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@ -37,6 +37,11 @@ typedef struct {
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f32 radius;
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} Spheref; // size = 0x10
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typedef struct {
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/* 0x00 */ Vec3f pos;
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/* 0x0C */ Vec3s rot;
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} PosRot; // size = 0x14
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typedef struct {
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Vec3f normal;
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f32 originDist;
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@ -7,7 +7,7 @@
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// For retail BSS ordering, the block number of cbf in Math3D_CylVsCylOverlapCenterDist
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// must be 0.
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#pragma increment_block_number 111
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#pragma increment_block_number 108
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s32 Math3D_LineVsLineClosestTwoPoints(Vec3f* lineAPointA, Vec3f* lineAPointB, Vec3f* lineBPointA, Vec3f* lineBPointB,
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Vec3f* lineAClosestToB, Vec3f* lineBClosestToA);
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@ -8,10 +8,11 @@
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#include "overlays/actors/ovl_En_Kanban/z_en_kanban.h"
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#include "assets/objects/object_fish/object_fish.h"
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#include "ichain.h"
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#include "terminal.h"
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// For retail BSS ordering, the block number of sStreamSfxProjectedPos must be 0.
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#pragma increment_block_number 183
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#pragma increment_block_number 182
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#define FLAGS ACTOR_FLAG_4
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@ -2,7 +2,8 @@
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#define Z_FISHING_H
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#include "ultra64.h"
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#include "global.h"
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#include "z64actor.h"
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#include "z64light.h"
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struct Fishing;
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