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Format all src C files
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251aea64ab
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652 changed files with 12488 additions and 19093 deletions
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@ -2,11 +2,11 @@
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* File: z_en_boom.c
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* Overlay: ovl_En_Boom
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* Description: Thrown Boomerang. Actor spawns when thrown and is killed when caught.
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*/
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*/
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#include "z_en_boom.h"
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#define ROOM 0x00
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#define ROOM 0x00
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#define FLAGS 0x00000030
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static void EnBoom_SetupAction(EnBoom* this, ActorFunc* actionFunc);
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@ -16,8 +16,7 @@ static void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx);
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static void EnBoom_Update(EnBoom* this, GlobalContext* globalCtx);
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static void EnBoom_Draw(EnBoom* this, GlobalContext* globalCtx);
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const ActorInit En_Boom_InitVars =
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{
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const ActorInit En_Boom_InitVars = {
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ACTOR_EN_BOOM,
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ACTORTYPE_MISC,
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ROOM,
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@ -27,37 +26,36 @@ const ActorInit En_Boom_InitVars =
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(ActorFunc)EnBoom_Init,
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(ActorFunc)EnBoom_Destroy,
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(ActorFunc)EnBoom_Update,
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(ActorFunc)EnBoom_Draw
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(ActorFunc)EnBoom_Draw,
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};
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// Related to collision, should be moved somewhere else when collision_check is decompiled.
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// Seems to be made up of a bunch of substructs, but I didnt do too much digging.
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// This is probably not accurate.
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typedef struct
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{
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u8 unk_00;
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u8 unk_01;
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u8 unk_02;
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u8 unk_03;
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u8 unk_04;
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u8 unk_05;
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typedef struct {
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u8 unk_00;
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u8 unk_01;
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u8 unk_02;
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u8 unk_03;
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u8 unk_04;
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u8 unk_05;
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u16 pad_06;
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u8 unk_08;
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u8 pad_09;
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u8 pad_0A;
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u8 pad_0B;
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u8 unk_08;
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u8 pad_09;
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u8 pad_0A;
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u8 pad_0B;
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u32 unk_0C;
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u8 unk_10;
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u8 unk_11;
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u8 unk_10;
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u8 unk_11;
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u16 pad_12;
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u32 unk_14;
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u8 unk_18;
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u8 unk_19;
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u8 unk_18;
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u8 unk_19;
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u16 pad_1A;
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u8 unk_1C;
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u8 unk_1D;
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u8 unk_1E;
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u8 pad_1F;
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u8 unk_1C;
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u8 unk_1D;
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u8 unk_1E;
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u8 pad_1F;
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u32 unk_20;
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u32 unk_24;
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u32 unk_28;
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@ -70,35 +68,30 @@ typedef struct
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u32 unk_44;
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u32 unk_48;
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u32 unk_4C;
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} unkCollision; //size = 0x50
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} unkCollision; // size = 0x50
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static unkCollision col =
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{
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0x0A, 0x09, 0x00, 0x00, 0x08, 0x03, 0x0000, 0x02, 0x00, 0x00, 0x00, 0x00000010,
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0x00, 0x01, 0x0000, 0xFFCFFFFF, 0x00, 0x00, 0x0000, 0x05, 0x00, 0x00, 0x00,
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0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000,
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static unkCollision col = {
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0x0A, 0x09, 0x00, 0x00, 0x08, 0x03, 0x0000, 0x02, 0x00,
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0x00, 0x00, 0x00000010, 0x00, 0x01, 0x0000, 0xFFCFFFFF, 0x00, 0x00,
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0x0000, 0x05, 0x00, 0x00, 0x00, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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};
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static InitChainEntry initChain[] =
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{
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static InitChainEntry initChain[] = {
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ICHAIN_S8(unk_1F, 5, ICHAIN_CONTINUE),
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ICHAIN_VEC3S(shape.rot, 0, ICHAIN_STOP),
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};
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static Vec3f mtxSrc1 = { -960.0f, 0.0f, 0.0f };
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static Vec3f mtxSrc2 = { 960.0f, 0.0f, 0.0f };
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static Vec3f mtxSrc2 = { 960.0f, 0.0f, 0.0f };
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extern D_0400C808;
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static void EnBoom_SetupAction(EnBoom* this, ActorFunc* actionFunc)
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{
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static void EnBoom_SetupAction(EnBoom* this, ActorFunc* actionFunc) {
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this->actionFunc = actionFunc;
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}
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static void EnBoom_Init(EnBoom* this, GlobalContext* globalCtx)
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{
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static void EnBoom_Init(EnBoom* this, GlobalContext* globalCtx) {
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u32 pad;
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TrailEffect trail;
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@ -138,14 +131,12 @@ static void EnBoom_Init(EnBoom* this, GlobalContext* globalCtx)
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EnBoom_SetupAction(this, &EnBoom_Fly);
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}
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static void EnBoom_Destroy(EnBoom* this, GlobalContext* globalCtx)
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{
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static void EnBoom_Destroy(EnBoom* this, GlobalContext* globalCtx) {
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func_8002709C(globalCtx, this->effect);
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func_8005D060(globalCtx, &this->collider);
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}
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static void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx)
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{
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static void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx) {
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Actor* target;
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Player* player;
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s32 collided;
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target = this->moveTo;
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// If the boomerang is moving toward a targeted actor, handle setting the proper x and y angle to fly toward it.
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if (target != NULL)
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{
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if (target != NULL) {
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yawTarget = func_8002DAC0(&this->actor, &target->posRot2.pos);
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yawDiff = this->actor.posRot.rot.y - yawTarget;
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@ -174,23 +164,21 @@ static void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx)
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pitchDiff = this->actor.posRot.rot.x - pitchTarget;
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distXYZScale = ((200.0f - Math_Vec3f_DistXYZ(&this->actor.posRot.pos, &target->posRot2.pos)) * 0.005f);
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if (distXYZScale < 0.12f)
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if (distXYZScale < 0.12f) {
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distXYZScale = 0.12f;
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if ((target != (Actor*)player) && ((target->update == NULL) || (ABS(yawDiff) > 0x4000)))
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{
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}
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if ((target != (Actor*)player) && ((target->update == NULL) || (ABS(yawDiff) > 0x4000))) {
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// BUG: This condition is why the boomerang will randomly fly off in a the down left direction sometimes.
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// If the actor targetted is not Link and the difference between the 2 y angles is greater than 0x4000,
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// the moveTo pointer is nulled and it flies off in a seemingly random direction.
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this->moveTo = NULL;
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}
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else
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{
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} else {
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Math_ApproxUpdateScaledS(&this->actor.posRot.rot.y, yawTarget, (s16)(ABS(yawDiff) * distXYZScale));
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Math_ApproxUpdateScaledS(&this->actor.posRot.rot.x, pitchTarget, (s16)(ABS(pitchDiff) * distXYZScale));
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}
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}
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// Set xyz speed, move forward, and play the boomerang sound
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func_8002D9A4(&this->actor, 12.0f);
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Actor_MoveForward(&this->actor);
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// If the boomerang collides with EnItem00 or a Skulltula token, set grabbed pointer to pick it up
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collided = (this->collider.colliderFlags & 0x2);
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collided = (!!(collided));
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if (collided)
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{
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if (((this->collider.at->id == ACTOR_EN_ITEM00) || (this->collider.at->id == ACTOR_EN_SI)))
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{
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if (collided) {
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if (((this->collider.at->id == ACTOR_EN_ITEM00) || (this->collider.at->id == ACTOR_EN_SI))) {
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this->grabbed = this->collider.at;
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if (this->collider.at->id == ACTOR_EN_SI)
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{
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if (this->collider.at->id == ACTOR_EN_SI) {
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this->collider.at->flags |= 0x2000;
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}
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}
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}
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// Decrement the return timer and check if its 0. If it is, check if Link can catch it and handle accordingly.
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// Decrement the return timer and check if its 0. If it is, check if Link can catch it and handle accordingly.
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// Otherwise handle grabbing and colliding.
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if (DECR(this->returnTimer) == 0)
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{
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if (DECR(this->returnTimer) == 0) {
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distFromLink = Math_Vec3f_DistXYZ(&this->actor.posRot.pos, &player->actor.posRot2.pos);
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this->moveTo = player;
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//If the boomerang is less than 40 units away from Link, he can catch it.
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if (distFromLink < 40.0f)
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{
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// If the boomerang is less than 40 units away from Link, he can catch it.
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if (distFromLink < 40.0f) {
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target = this->grabbed;
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if (target != NULL)
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{
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if (target != NULL) {
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Math_Vec3f_Copy(&target->posRot.pos, &player->actor.posRot.pos);
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// If the grabbed actor is EnItem00 (HP/Key etc) set gravity and flags so it falls in front of Link.
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// Otherwise if its a Skulltula Token, just set flags so he collides with it to collect it.
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if (target->id == ACTOR_EN_ITEM00)
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{
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if (target->id == ACTOR_EN_ITEM00) {
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target->gravity = -0.9f;
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target->bgCheckFlags &= ~0x03;
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}
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else
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{
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} else {
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target->flags &= ~0x2000;
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}
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}
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player->stateFlags1 &= ~0x02000000;
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Actor_Kill(&this->actor);
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}
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}
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else
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{
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} else {
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collided = (this->collider.colliderFlags & 0x2);
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collided = (!!(collided));
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if (collided)
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{
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if (collided) {
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// Copy the position from the prevous frame to the boomerang to start the bounce back.
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Math_Vec3f_Copy(&this->actor.posRot.pos, &this->actor.pos4);
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}
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else
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{
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} else {
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collided = func_8003DE84(&globalCtx->colCtx, &this->actor.pos4, &this->actor.posRot.pos, &hitPoint,
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&this->actor.wallPoly, 1, 1, 1, 1, &hitDynaID);
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&this->actor.wallPoly, 1, 1, 1, 1, &hitDynaID);
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if (collided != 0)
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{
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if (collided != 0) {
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// If the boomerang coolides with something and its is a Jabu Object actor with params equal to 0, then
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// set collided to 0 so that the boomerang will go through the wall.
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// set collided to 0 so that the boomerang will go through the wall.
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// Otherwise play a clank sound and keep collided set to bounce back.
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if ((func_8002F9EC(globalCtx, &this->actor, this->actor.wallPoly, hitDynaID, &hitPoint) != 0) ||
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((hitDynaID != 0x32) && ((hitActor = DynaPolyInfo_GetActor(&globalCtx->colCtx, hitDynaID)) != NULL) && (hitActor->actor.id == ACTOR_BG_BDAN_OBJECTS) && (hitActor->actor.params == 0)))
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{
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((hitDynaID != 0x32) &&
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((hitActor = DynaPolyInfo_GetActor(&globalCtx->colCtx, hitDynaID)) != NULL) &&
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(hitActor->actor.id == ACTOR_BG_BDAN_OBJECTS) && (hitActor->actor.params == 0))) {
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collided = 0;
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}
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else
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{
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} else {
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func_80062D60(globalCtx, &hitPoint);
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}
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}
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}
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}
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// If the boomerang needs to bounce back, set x and y angle accordingly.
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// Set timer to 0 and set return actor to player so it goes back to Link.
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if (collided != 0)
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{
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if (collided != 0) {
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this->actor.posRot.rot.x = -this->actor.posRot.rot.x;
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this->actor.posRot.rot.y += 0x8000;
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this->moveTo = player;
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// If the actor the boomerang is holding has a null update function, set grabbed to null.
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// Otherwise, copy the position from the boomerang to the actor to move it.
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target = this->grabbed;
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if (target != NULL)
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{
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if (target->update == NULL)
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{
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if (target != NULL) {
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if (target->update == NULL) {
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this->grabbed = NULL;
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}
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else
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{
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} else {
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Math_Vec3f_Copy(&target->posRot.pos, &this->actor.posRot.pos);
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}
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}
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}
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static void EnBoom_Update(EnBoom* this, GlobalContext* globalCtx)
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{
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static void EnBoom_Update(EnBoom* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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if (!(player->stateFlags1 & 0x20000000))
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{
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if (!(player->stateFlags1 & 0x20000000)) {
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this->actionFunc(this, globalCtx);
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Actor_SetHeight(&this->actor, 0.0f);
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this->activeTimer = this->activeTimer + 1;
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}
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}
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static void EnBoom_Draw(EnBoom* this, GlobalContext* globalCtx)
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{
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static void EnBoom_Draw(EnBoom* this, GlobalContext* globalCtx) {
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s32 pad;
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Vec3f mtxDest1;
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Vec3f mtxDest2;
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Matrix_MultVec3f(&mtxSrc1, &mtxDest1);
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Matrix_MultVec3f(&mtxSrc2, &mtxDest2);
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if (func_80090480(globalCtx, &this->collider, &this->unk_1DC, &mtxDest1, &mtxDest2) != 0)
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{
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if (func_80090480(globalCtx, &this->collider, &this->unk_1DC, &mtxDest1, &mtxDest2) != 0) {
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func_8001FDF0(func_80026B0C(this->effect), &mtxDest1, &mtxDest2);
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}
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