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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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