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Defines for Actor#bgCheckFlags
(#1126)
* First pass, tool assisted bgCheckFlags * Few manual bgCheckFlags * Run formatter * Remove fake bgCheckFlags 10-15 * Move existing documentation to the defines * Comment on `bgCheckFlags` and rephrase some doc * Name obvious flags, and some cleanup * Comment on flag 9 being wall-interaction-related (thanks engineer and fig) * Run formatter * `BGCHECKFLAG_7` -> `BGCHECKFLAG_GROUND_STRICT` * Touch up water-related bgcheckflags doc * `BGCHECKFLAG_9` -> `BGCHECKFLAG_PLAYER_WALL_INTERACT`
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121 changed files with 711 additions and 652 deletions
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@ -534,7 +534,7 @@ void EnMb_SetupSpearEndChargeQuick(EnMb* this) {
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void EnMb_SetupSpearPatrolEndCharge(EnMb* this) {
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Animation_PlayOnce(&this->skelAnime, &gEnMbSpearSlowDownAnim);
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this->state = ENMB_STATE_ATTACK_END;
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this->actor.bgCheckFlags &= ~1;
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this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
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this->timer1 = 0;
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this->timer3 = 50;
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this->actor.speedXZ = -8.0f;
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@ -725,7 +725,7 @@ void EnMb_SpearPatrolEndCharge(EnMb* this, GlobalContext* globalCtx) {
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func_8002F71C(globalCtx, &this->actor, 4.0f, this->actor.world.rot.y, 4.0f);
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}
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if (this->actor.bgCheckFlags & 1) {
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
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Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 1.5f, 0.0f);
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if (this->actor.speedXZ > 1.0f) {
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