#include "global.h" void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 flags) { dynaActor->bgId = -1; dynaActor->unk_15C = flags; dynaActor->interactFlags = 0; dynaActor->unk_150 = 0.0f; dynaActor->unk_154 = 0.0f; } void DynaPolyActor_UnsetAllInteractFlags(DynaPolyActor* dynaActor) { dynaActor->interactFlags = 0; } void DynaPolyActor_SetActorOnTop(DynaPolyActor* dynaActor) { dynaActor->interactFlags |= DYNA_INTERACT_ACTOR_ON_TOP; } void DynaPolyActor_SetPlayerOnTop(DynaPolyActor* dynaActor) { dynaActor->interactFlags |= DYNA_INTERACT_PLAYER_ON_TOP; } void DynaPoly_SetPlayerOnTop(CollisionContext* colCtx, s32 floorBgId) { DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, floorBgId); if (dynaActor != NULL) { DynaPolyActor_SetPlayerOnTop(dynaActor); } } void DynaPolyActor_SetPlayerAbove(DynaPolyActor* dynaActor) { dynaActor->interactFlags |= DYNA_INTERACT_PLAYER_ABOVE; } void DynaPoly_SetPlayerAbove(CollisionContext* colCtx, s32 floorBgId) { DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, floorBgId); if (dynaActor != NULL) { DynaPolyActor_SetPlayerAbove(dynaActor); } } void func_80043538(DynaPolyActor* dynaActor) { dynaActor->interactFlags |= DYNA_INTERACT_3; } s32 DynaPolyActor_IsActorOnTop(DynaPolyActor* dynaActor) { if (dynaActor->interactFlags & DYNA_INTERACT_ACTOR_ON_TOP) { return true; } else { return false; } } s32 DynaPolyActor_IsPlayerOnTop(DynaPolyActor* dynaActor) { if (dynaActor->interactFlags & DYNA_INTERACT_PLAYER_ON_TOP) { return true; } else { return false; } } s32 DynaPolyActor_IsPlayerAbove(DynaPolyActor* dynaActor) { if (dynaActor->interactFlags & DYNA_INTERACT_PLAYER_ABOVE) { return true; } else { return false; } } s32 func_800435B4(DynaPolyActor* dynaActor) { if (dynaActor->interactFlags & DYNA_INTERACT_3) { return true; } else { return false; } } s32 func_800435D8(PlayState* play, DynaPolyActor* dynaActor, s16 arg2, s16 arg3, s16 arg4) { Vec3f posA; Vec3f posB; Vec3f posResult; f32 sin = Math_SinS(dynaActor->unk_158); f32 cos = Math_CosS(dynaActor->unk_158); s32 bgId; CollisionPoly* poly; f32 a2; f32 a3; f32 sign = (0.0f <= dynaActor->unk_150) ? 1.0f : -1.0f; a2 = (f32)arg2 - 0.1f; posA.x = dynaActor->actor.world.pos.x + (a2 * cos); posA.y = dynaActor->actor.world.pos.y + arg4; posA.z = dynaActor->actor.world.pos.z - (a2 * sin); a3 = (f32)arg3 - 0.1f; posB.x = sign * a3 * sin + posA.x; posB.y = posA.y; posB.z = sign * a3 * cos + posA.z; if (BgCheck_EntityLineTest3(&play->colCtx, &posA, &posB, &posResult, &poly, true, false, false, true, &bgId, &dynaActor->actor, 0.0f)) { return false; } posA.x = (dynaActor->actor.world.pos.x * 2) - posA.x; posA.z = (dynaActor->actor.world.pos.z * 2) - posA.z; posB.x = sign * a3 * sin + posA.x; posB.z = sign * a3 * cos + posA.z; if (BgCheck_EntityLineTest3(&play->colCtx, &posA, &posB, &posResult, &poly, true, false, false, true, &bgId, &dynaActor->actor, 0.0f)) { return false; } return true; }