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[headers 6] collision_check functions and structs (#2148)
* [headers 6] collision_check functions and structs * bss
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4 changed files with 133 additions and 127 deletions
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@ -647,99 +647,7 @@ void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* d
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UNK_TYPE arg6);
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s32 func_8005B198(void);
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s16 Camera_SetFinishedFlag(Camera* camera);
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DamageTable* DamageTable_Get(s32 index);
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void DamageTable_Clear(DamageTable* table);
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#if OOT_DEBUG
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void Collider_DrawRedPoly(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC);
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void Collider_DrawPoly(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC, u8 r, u8 g, u8 b);
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#endif
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s32 Collider_InitJntSph(PlayState* play, ColliderJntSph* jntSph);
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s32 Collider_FreeJntSph(PlayState* play, ColliderJntSph* jntSph);
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s32 Collider_DestroyJntSph(PlayState* play, ColliderJntSph* jntSph);
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s32 Collider_SetJntSphToActor(PlayState* play, ColliderJntSph* dest, ColliderJntSphInitToActor* src);
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s32 Collider_SetJntSphAllocType1(PlayState* play, ColliderJntSph* dest, Actor* actor,
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ColliderJntSphInitType1* src);
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s32 Collider_SetJntSphAlloc(PlayState* play, ColliderJntSph* dest, Actor* actor, ColliderJntSphInit* src);
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s32 Collider_SetJntSph(PlayState* play, ColliderJntSph* dest, Actor* actor, ColliderJntSphInit* src,
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ColliderJntSphElement* jntSphElements);
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s32 Collider_ResetJntSphAT(PlayState* play, Collider* col);
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s32 Collider_ResetJntSphAC(PlayState* play, Collider* col);
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s32 Collider_ResetJntSphOC(PlayState* play, Collider* col);
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s32 Collider_InitCylinder(PlayState* play, ColliderCylinder* cyl);
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s32 Collider_DestroyCylinder(PlayState* play, ColliderCylinder* cyl);
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s32 Collider_SetCylinderToActor(PlayState* play, ColliderCylinder* dest, ColliderCylinderInitToActor* src);
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s32 Collider_SetCylinderType1(PlayState* play, ColliderCylinder* dest, Actor* actor, ColliderCylinderInitType1* src);
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s32 Collider_SetCylinder(PlayState* play, ColliderCylinder* dest, Actor* actor, ColliderCylinderInit* src);
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s32 Collider_ResetCylinderAT(PlayState* play, Collider* col);
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s32 Collider_ResetCylinderAC(PlayState* play, Collider* col);
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s32 Collider_ResetCylinderOC(PlayState* play, Collider* col);
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s32 Collider_InitTris(PlayState* play, ColliderTris* tris);
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s32 Collider_FreeTris(PlayState* play, ColliderTris* tris);
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s32 Collider_DestroyTris(PlayState* play, ColliderTris* tris);
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s32 Collider_SetTrisAllocType1(PlayState* play, ColliderTris* dest, Actor* actor, ColliderTrisInitType1* src);
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s32 Collider_SetTrisAlloc(PlayState* play, ColliderTris* dest, Actor* actor, ColliderTrisInit* src);
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s32 Collider_SetTris(PlayState* play, ColliderTris* dest, Actor* actor, ColliderTrisInit* src,
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ColliderTrisElement* trisElements);
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s32 Collider_ResetTrisAT(PlayState* play, Collider* col);
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s32 Collider_ResetTrisAC(PlayState* play, Collider* col);
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s32 Collider_ResetTrisOC(PlayState* play, Collider* col);
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s32 Collider_InitQuad(PlayState* play, ColliderQuad* quad);
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s32 Collider_DestroyQuad(PlayState* play, ColliderQuad* quad);
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s32 Collider_SetQuadType1(PlayState* play, ColliderQuad* dest, Actor* actor, ColliderQuadInitType1* src);
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s32 Collider_SetQuad(PlayState* play, ColliderQuad* dest, Actor* actor, ColliderQuadInit* src);
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s32 Collider_ResetQuadAT(PlayState* play, Collider* col);
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s32 Collider_ResetQuadAC(PlayState* play, Collider* col);
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s32 Collider_ResetQuadOC(PlayState* play, Collider* col);
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s32 Collider_InitLine(PlayState* play, OcLine* line);
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s32 Collider_DestroyLine(PlayState* play, OcLine* line);
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s32 Collider_SetLinePoints(PlayState* play, OcLine* ocLine, Vec3f* a, Vec3f* b);
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s32 Collider_SetLine(PlayState* play, OcLine* dest, OcLine* src);
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s32 Collider_ResetLineOC(PlayState* play, OcLine* line);
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void CollisionCheck_InitContext(PlayState* play, CollisionCheckContext* colChkCtx);
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void CollisionCheck_DestroyContext(PlayState* play, CollisionCheckContext* colChkCtx);
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void CollisionCheck_ClearContext(PlayState* play, CollisionCheckContext* colChkCtx);
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void CollisionCheck_EnableSAC(PlayState* play, CollisionCheckContext* colChkCtx);
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void CollisionCheck_DisableSAC(PlayState* play, CollisionCheckContext* colChkCtx);
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#if OOT_DEBUG
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void Collider_Draw(PlayState* play, Collider* col);
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void CollisionCheck_DrawCollision(PlayState* play, CollisionCheckContext* colChkCtx);
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#endif
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s32 CollisionCheck_SetAT(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider);
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s32 CollisionCheck_SetAT_SAC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
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s32 CollisionCheck_SetAC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider);
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s32 CollisionCheck_SetAC_SAC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
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s32 CollisionCheck_SetOC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider);
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s32 CollisionCheck_SetOC_SAC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
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s32 CollisionCheck_SetOCLine(PlayState* play, CollisionCheckContext* colChkCtx, OcLine* collider);
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void CollisionCheck_BlueBlood(PlayState* play, Collider* collider, Vec3f* v);
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void CollisionCheck_AT(PlayState* play, CollisionCheckContext* colChkCtx);
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void CollisionCheck_OC(PlayState* play, CollisionCheckContext* colChkCtx);
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void CollisionCheck_InitInfo(CollisionCheckInfo* info);
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void CollisionCheck_ResetDamage(CollisionCheckInfo* info);
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void CollisionCheck_SetInfoNoDamageTable(CollisionCheckInfo* info, CollisionCheckInfoInit* init);
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void CollisionCheck_SetInfo(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit* init);
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void CollisionCheck_SetInfo2(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit2* init);
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void CollisionCheck_SetInfoGetDamageTable(CollisionCheckInfo* info, s32 index, CollisionCheckInfoInit2* init);
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void CollisionCheck_Damage(PlayState* play, CollisionCheckContext* colChkCtx);
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s32 CollisionCheck_LineOCCheckAll(PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b);
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s32 CollisionCheck_LineOCCheck(PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b,
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Actor** exclusions, s32 numExclusions);
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void Collider_UpdateCylinder(Actor* actor, ColliderCylinder* cyl);
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void Collider_SetCylinderPosition(ColliderCylinder* cyl, Vec3s* pos);
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void Collider_SetQuadVertices(ColliderQuad* quad, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d);
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void Collider_SetTrisVertices(ColliderTris* tris, s32 elemIndex, Vec3f* a, Vec3f* b, Vec3f* c);
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void Collider_SetTrisDim(PlayState* play, ColliderTris* tris, s32 elemIndex, ColliderTrisElementDimInit* src);
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void Collider_UpdateSpheres(s32 limb, ColliderJntSph* jntSph);
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void CollisionCheck_SpawnRedBlood(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnWaterDroplets(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticles(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesMetal(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesMetalSfx(PlayState* play, Vec3f* v, Vec3f* pos);
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void CollisionCheck_SpawnShieldParticlesMetal2(PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesWood(PlayState* play, Vec3f* v, Vec3f* actorPos);
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s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos,
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Vec3f* itemProjPos, Vec3f* out1, Vec3f* out2);
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u8 CollisionCheck_GetSwordDamage(s32 dmgFlags);
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void SaveContext_Init(void);
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s32 func_800635D0(s32);
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void Regs_Init(void);
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