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[headers] z64bgcheck.h functions (#2239)
* [headers] z64bgcheck.h functions * format * bss
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3 changed files with 127 additions and 122 deletions
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@ -218,127 +218,6 @@ void Overlay_FreeGameState(GameStateOverlay* overlayEntry);
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void ActorOverlayTable_LogPrint(void);
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void ActorOverlayTable_Init(void);
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void ActorOverlayTable_Cleanup(void);
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void func_80038A28(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest);
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f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point);
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void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest);
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void BgCheck_Allocate(CollisionContext* colCtx, PlayState* play, CollisionHeader* colHeader);
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f32 BgCheck_EntityRaycastDown1(CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos);
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f32 BgCheck_EntityRaycastDown2(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos);
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f32 BgCheck_EntityRaycastDown3(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_EntityRaycastDown4(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor,
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Vec3f* pos);
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f32 BgCheck_EntityRaycastDown5(PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId,
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Actor* actor, Vec3f* pos);
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f32 BgCheck_EntityRaycastDown6(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Actor* actor,
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Vec3f* pos, f32 chkDist);
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f32 BgCheck_EntityRaycastDown7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
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f32 BgCheck_AnyRaycastDown1(CollisionContext* colCtx, CollisionPoly* outGroundPoly, Vec3f* pos);
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f32 BgCheck_AnyRaycastDown2(CollisionContext* colCtx, CollisionPoly* outGroundPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_CameraRaycastDown2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_EntityRaycastDownWalls(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
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f32 BgCheck_EntityRaycastDown9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
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s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
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CollisionPoly** outPoly, f32 checkHeight);
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s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
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CollisionPoly** outPoly, s32* outBgId, f32 checkHeight);
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s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
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CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
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s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
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CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
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s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight);
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s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight,
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CollisionPoly** outPoly, s32* outBgId, Actor* actor);
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s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
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s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
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s32 BgCheck_EntityLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
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s32 BgCheck_EntityLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId,
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Actor* actor);
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s32 BgCheck_EntityLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId,
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Actor* actor, f32 chkDist);
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s32 BgCheck_ProjectileLineTest(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace,
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s32* bgId);
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s32 BgCheck_AnyLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
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s32 chkOneFace);
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s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
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s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace);
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s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
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s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
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s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius);
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s32 DynaPoly_IsBgIdBgActor(s32 bgId);
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void DynaPoly_DisableCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void DynaPoly_EnableCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void DynaPoly_DisableCeilingCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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s32 DynaPoly_SetBgActor(PlayState* play, DynaCollisionContext* dyna, Actor* actor, CollisionHeader* colHeader);
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DynaPolyActor* DynaPoly_GetActor(CollisionContext* colCtx, s32 bgId);
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void DynaPoly_DeleteBgActor(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void DynaPoly_InvalidateLookup(PlayState* play, DynaCollisionContext* dyna);
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void DynaPoly_UnsetAllInteractFlags(PlayState* play, DynaCollisionContext* dyna, Actor* actor);
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void DynaPoly_UpdateContext(PlayState* play, DynaCollisionContext* dyna);
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void DynaPoly_UpdateBgActorTransforms(PlayState* play, DynaCollisionContext* dyna);
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void CollisionHeader_GetVirtual(void* colHeader, CollisionHeader** dest);
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void func_800418D0(CollisionContext* colCtx, PlayState* play);
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u32 SurfaceType_GetBgCamIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u16 BgCheck_GetBgCamSettingImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId);
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u16 BgCheck_GetBgCamSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u16 BgCheck_GetBgCamCount(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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Vec3s* BgCheck_GetBgCamFuncDataImpl(CollisionContext* colCtx, s32 bgCamIndex, s32 bgId);
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Vec3s* BgCheck_GetBgCamFuncData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetFloorType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_80041D70(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_GetWallFlags(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_CheckWallFlag0(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_CheckWallFlag1(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_CheckWallFlag2(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetFloorProperty(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_IsSoft(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_IsHorseBlocked(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetMaterial(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u16 SurfaceType_GetSfxOffset(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetFloorEffect(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetLightSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetEcho(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_CanHookshot(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_IsIgnoredByEntities(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_IsIgnoredByProjectiles(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_IsFloorConveyor(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetConveyorSpeed(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetConveyorDirection(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_80042108(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 WaterBox_GetSurface1(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface,
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WaterBox** outWaterBox);
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s32 WaterBox_GetSurface2(PlayState* play, CollisionContext* colCtx, Vec3f* pos, f32 surfaceChkDist,
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WaterBox** outWaterBox);
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s32 WaterBox_GetSurfaceImpl(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface,
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WaterBox** outWaterBox);
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u32 WaterBox_GetBgCamIndex(CollisionContext* colCtx, WaterBox* waterBox);
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u16 WaterBox_GetBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox);
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u32 WaterBox_GetLightIndex(CollisionContext* colCtx, WaterBox* waterBox);
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s32 func_80042708(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* point, Vec3f* closestPoint);
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s32 func_800427B4(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec3f* pointB, Vec3f* closestPoint);
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#if OOT_DEBUG
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void BgCheck_DrawDynaCollision(PlayState*, CollisionContext*);
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void BgCheck_DrawStaticCollision(PlayState*, CollisionContext*);
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#endif
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void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId);
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s32 DynaPolyActor_TransformCarriedActor(CollisionContext* colCtx, s32 bgId, Actor* carriedActor);
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void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 transformFlags);
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void DynaPolyActor_UnsetAllInteractFlags(DynaPolyActor* dynaActor);
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void DynaPolyActor_SetActorOnTop(DynaPolyActor* dynaActor);
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void DynaPoly_SetPlayerOnTop(CollisionContext* colCtx, s32 floorBgId);
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void DynaPoly_SetPlayerAbove(CollisionContext* colCtx, s32 floorBgId);
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void func_80043538(DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsActorOnTop(DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsPlayerOnTop(DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsPlayerAbove(DynaPolyActor* dynaActor);
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s32 func_800435B4(DynaPolyActor* dynaActor);
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s32 func_800435D8(PlayState* play, DynaPolyActor* dynaActor, s16 arg2, s16 arg3, s16 arg4);
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void SaveContext_Init(void);
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s32 func_800635D0(s32);
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@ -361,4 +361,131 @@ typedef struct DynaLineTest {
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/* 0x28 */ f32 chkDist; // distance from poly
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} DynaLineTest;
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void func_80038A28(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest);
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f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point);
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void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest);
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void BgCheck_Allocate(CollisionContext* colCtx, struct PlayState* play, CollisionHeader* colHeader);
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f32 BgCheck_EntityRaycastDown1(CollisionContext* colCtx, CollisionPoly** outGroundPoly, Vec3f* pos);
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f32 BgCheck_EntityRaycastDown2(struct PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly,
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Vec3f* pos);
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f32 BgCheck_EntityRaycastDown3(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_EntityRaycastDown4(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, struct Actor* actor,
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Vec3f* pos);
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f32 BgCheck_EntityRaycastDown5(struct PlayState* play, CollisionContext* colCtx, CollisionPoly** outGroundPoly,
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s32* bgId, struct Actor* actor, Vec3f* pos);
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f32 BgCheck_EntityRaycastDown6(CollisionContext* colCtx, CollisionPoly** outGroundPoly, s32* bgId, struct Actor* actor,
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Vec3f* pos, f32 chkDist);
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f32 BgCheck_EntityRaycastDown7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, struct Actor* actor,
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Vec3f* pos);
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f32 BgCheck_AnyRaycastDown1(CollisionContext* colCtx, CollisionPoly* outGroundPoly, Vec3f* pos);
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f32 BgCheck_AnyRaycastDown2(CollisionContext* colCtx, CollisionPoly* outGroundPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_CameraRaycastDown2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_EntityRaycastDownWalls(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, struct Actor* actor,
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Vec3f* pos);
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f32 BgCheck_EntityRaycastDown9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
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s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
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CollisionPoly** outPoly, f32 checkHeight);
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s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
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CollisionPoly** outPoly, s32* outBgId, f32 checkHeight);
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s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
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CollisionPoly** outPoly, s32* outBgId, struct Actor* actor, f32 checkHeight);
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s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
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CollisionPoly** outPoly, s32* outBgId, struct Actor* actor, f32 checkHeight);
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s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight);
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s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight,
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CollisionPoly** outPoly, s32* outBgId, struct Actor* actor);
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s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
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s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
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s32 BgCheck_EntityLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
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s32 BgCheck_EntityLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId,
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struct Actor* actor);
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s32 BgCheck_EntityLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId,
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struct Actor* actor, f32 chkDist);
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s32 BgCheck_ProjectileLineTest(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace,
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s32* bgId);
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s32 BgCheck_AnyLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
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s32 chkOneFace);
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s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
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s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace);
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s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly,
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s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
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s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius);
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s32 DynaPoly_IsBgIdBgActor(s32 bgId);
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void DynaPoly_DisableCollision(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void DynaPoly_EnableCollision(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void DynaPoly_DisableCeilingCollision(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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s32 DynaPoly_SetBgActor(struct PlayState* play, DynaCollisionContext* dyna, struct Actor* actor,
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CollisionHeader* colHeader);
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struct DynaPolyActor* DynaPoly_GetActor(CollisionContext* colCtx, s32 bgId);
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void DynaPoly_DeleteBgActor(struct PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void DynaPoly_InvalidateLookup(struct PlayState* play, DynaCollisionContext* dyna);
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void DynaPoly_UnsetAllInteractFlags(struct PlayState* play, DynaCollisionContext* dyna, struct Actor* actor);
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void DynaPoly_UpdateContext(struct PlayState* play, DynaCollisionContext* dyna);
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void DynaPoly_UpdateBgActorTransforms(struct PlayState* play, DynaCollisionContext* dyna);
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void CollisionHeader_GetVirtual(void* colHeader, CollisionHeader** dest);
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void func_800418D0(CollisionContext* colCtx, struct PlayState* play);
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u32 SurfaceType_GetBgCamIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u16 BgCheck_GetBgCamSettingImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId);
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u16 BgCheck_GetBgCamSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u16 BgCheck_GetBgCamCount(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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Vec3s* BgCheck_GetBgCamFuncDataImpl(CollisionContext* colCtx, s32 bgCamIndex, s32 bgId);
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Vec3s* BgCheck_GetBgCamFuncData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetFloorType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_80041D70(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_GetWallFlags(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_CheckWallFlag0(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_CheckWallFlag1(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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s32 SurfaceType_CheckWallFlag2(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetFloorProperty(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_IsSoft(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_IsHorseBlocked(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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||||
u32 SurfaceType_GetMaterial(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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||||
u16 SurfaceType_GetSfxOffset(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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||||
u32 SurfaceType_GetFloorEffect(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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||||
u32 SurfaceType_GetLightSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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||||
u32 SurfaceType_GetEcho(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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||||
u32 SurfaceType_CanHookshot(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
||||
s32 SurfaceType_IsIgnoredByEntities(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
||||
s32 SurfaceType_IsIgnoredByProjectiles(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
||||
s32 SurfaceType_IsFloorConveyor(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
||||
u32 SurfaceType_GetConveyorSpeed(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
||||
u32 SurfaceType_GetConveyorDirection(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
||||
u32 func_80042108(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
|
||||
s32 WaterBox_GetSurface1(struct PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface,
|
||||
WaterBox** outWaterBox);
|
||||
s32 WaterBox_GetSurface2(struct PlayState* play, CollisionContext* colCtx, Vec3f* pos, f32 surfaceChkDist,
|
||||
WaterBox** outWaterBox);
|
||||
s32 WaterBox_GetSurfaceImpl(struct PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface,
|
||||
WaterBox** outWaterBox);
|
||||
u32 WaterBox_GetBgCamIndex(CollisionContext* colCtx, WaterBox* waterBox);
|
||||
u16 WaterBox_GetBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox);
|
||||
u32 WaterBox_GetLightIndex(CollisionContext* colCtx, WaterBox* waterBox);
|
||||
s32 func_80042708(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* point, Vec3f* closestPoint);
|
||||
s32 func_800427B4(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec3f* pointB, Vec3f* closestPoint);
|
||||
#if OOT_DEBUG
|
||||
void BgCheck_DrawDynaCollision(struct PlayState*, CollisionContext*);
|
||||
void BgCheck_DrawStaticCollision(struct PlayState*, CollisionContext*);
|
||||
#endif
|
||||
|
||||
void func_80043334(CollisionContext* colCtx, struct Actor* actor, s32 bgId);
|
||||
s32 DynaPolyActor_TransformCarriedActor(CollisionContext* colCtx, s32 bgId, struct Actor* carriedActor);
|
||||
void DynaPolyActor_Init(struct DynaPolyActor* dynaActor, s32 transformFlags);
|
||||
void DynaPolyActor_UnsetAllInteractFlags(struct DynaPolyActor* dynaActor);
|
||||
void DynaPolyActor_SetActorOnTop(struct DynaPolyActor* dynaActor);
|
||||
void DynaPoly_SetPlayerOnTop(CollisionContext* colCtx, s32 floorBgId);
|
||||
void DynaPoly_SetPlayerAbove(CollisionContext* colCtx, s32 floorBgId);
|
||||
void func_80043538(struct DynaPolyActor* dynaActor);
|
||||
s32 DynaPolyActor_IsActorOnTop(struct DynaPolyActor* dynaActor);
|
||||
s32 DynaPolyActor_IsPlayerOnTop(struct DynaPolyActor* dynaActor);
|
||||
s32 DynaPolyActor_IsPlayerAbove(struct DynaPolyActor* dynaActor);
|
||||
s32 func_800435B4(struct DynaPolyActor* dynaActor);
|
||||
s32 func_800435D8(struct PlayState* play, struct DynaPolyActor* dynaActor, s16 arg2, s16 arg3, s16 arg4);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -2258,7 +2258,6 @@ void CollisionCheck_ATCylVsACQuad(PlayState* play, CollisionCheckContext* colChk
|
|||
|
||||
#if OOT_DEBUG
|
||||
static s8 sBssDummy0;
|
||||
static s8 sBssDummy1;
|
||||
#endif
|
||||
|
||||
void CollisionCheck_ATQuadVsACCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol, Collider* acCol) {
|
||||
|
|
Loading…
Reference in a new issue