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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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@ -670,8 +670,8 @@ void EnSkj_Fade(EnSkj* this, GlobalContext* globalCtx) {
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}
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if (this->actor.velocity.y <= 0.0f) {
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if (this->actor.bgCheckFlags & 2) {
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this->actor.bgCheckFlags &= ~2;
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
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this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND_TOUCH;
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func_80AFF2A0(this);
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}
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}
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@ -1090,8 +1090,8 @@ void EnSkj_JumpFromStump(EnSkj* this) {
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void EnSkj_WaitForLanding(EnSkj* this, GlobalContext* globalCtx) {
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if (this->actor.velocity.y <= 0.0f) {
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if (this->actor.bgCheckFlags & 2) {
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this->actor.bgCheckFlags &= ~2;
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
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this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND_TOUCH;
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this->actor.speedXZ = 0.0f;
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EnSkj_SetupWaitForLandAnimFinish(this);
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}
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