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Fix misc 10 (#1208)
* Cleanup around `Item_DropCollectible` * Cleanup around `Math3D_Vec3fDistSq`, `Math3D_Dist2DSq` * Material/Model naming for one dlist pair * Minor comments fixup * Explicit `!= NULL` check * Signed decimal for an array of coordinates * Fixup comments some more
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24 changed files with 50 additions and 47 deletions
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@ -858,7 +858,7 @@ s32 Collider_DestroyQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dim) {
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}
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s32 Collider_ResetQuadACDist(GlobalContext* globalCtx, ColliderQuadDim* dim) {
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dim->acDist = 1.0E38f;
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dim->acDistSq = 1.0E38f;
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return true;
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}
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@ -959,16 +959,16 @@ s32 Collider_ResetQuadOC(GlobalContext* globalCtx, Collider* collider) {
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* otherwise returns false. Used on player AT colliders to prevent multiple collisions from registering.
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*/
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s32 Collider_QuadSetNearestAC(GlobalContext* globalCtx, ColliderQuad* quad, Vec3f* hitPos) {
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f32 acDist;
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f32 acDistSq;
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Vec3f dcMid;
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if (!(quad->info.toucherFlags & TOUCH_NEAREST)) {
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return true;
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}
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Math_Vec3s_ToVec3f(&dcMid, &quad->dim.dcMid);
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acDist = Math3D_Vec3fDistSq(&dcMid, hitPos);
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if (acDist < quad->dim.acDist) {
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quad->dim.acDist = acDist;
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acDistSq = Math3D_Vec3fDistSq(&dcMid, hitPos);
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if (acDistSq < quad->dim.acDistSq) {
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quad->dim.acDistSq = acDistSq;
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if (quad->info.atHit != NULL) {
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Collider_ResetACBase(globalCtx, quad->info.atHit);
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}
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