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https://github.com/zeldaret/oot.git
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ed0ab877c9
* Add `BG_DYNA_ACTOR_FLAG_` for `DynaCollisionContext.bgActorFlags` * Document 3/4 bgActor flags * `func_8003EE6C` -> `DynaPoly_InvalidateLookup` * `DynaPoly_ExpandSRT` -> `DynaPoly_AddBgActorToLookup` * Add `DYNAPOLYACTOR_UNK160_` for `DynaPolyActor.unk_160` * More dynapoly docs * One comment * Some `DynaPoly_` -> `DynaPolyActor_` * run formatter * . * `BG_DYNA_ACTOR_FLAG_IS_USED` -> `BG_DYNA_ACTOR_FLAG_IN_USE` * `BG_DYNA_ACTOR_FLAG_` -> `BGACTOR_` * `DYNAPOLYACTOR_INTERACT_FLAG_` -> `DYNA_INTERACT_` * `ResetInteractFlags` -> `ClearInteractFlags` * Remove Has/Is prefix on dyna interact flags getters * format * remove now useless comments * Remove `!= 0` on interact flags getter usage * ceilings collision -> ceiling collision * `ClearInteractFlags` -> `UnsetInteractFlags` (pepega) * `UnsetInteractFlags` -> `UnsetAllInteractFlags` (pepega x2) * Add back `Is` prefix (no `Has` this time) to dyna interact flags getters
217 lines
6.9 KiB
C
217 lines
6.9 KiB
C
#ifndef Z_BGCHECK_H
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#define Z_BGCHECK_H
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struct PlayState;
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struct Actor;
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struct DynaPolyActor;
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#define COLPOLY_NORMAL_FRAC (1.0f / SHT_MAX)
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#define COLPOLY_SNORMAL(x) ((s16)((x) * SHT_MAX))
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#define COLPOLY_GET_NORMAL(n) ((n)*COLPOLY_NORMAL_FRAC)
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#define COLPOLY_VIA_FLAG_TEST(vIA, flags) ((vIA) & (((flags)&7) << 13))
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#define COLPOLY_VTX_INDEX(vI) ((vI)&0x1FFF)
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#define DYNAPOLY_INVALIDATE_LOOKUP (1 << 0)
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#define BGACTOR_NEG_ONE -1
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#define BG_ACTOR_MAX 50
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#define BGCHECK_SCENE BG_ACTOR_MAX
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#define BGCHECK_Y_MIN -32000.0f
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#define BGCHECK_XYZ_ABSMAX 32760.0f
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#define BGCHECK_SUBDIV_OVERLAP 50
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#define BGCHECK_SUBDIV_MIN 150.0f
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#define FUNC_80041EA4_RESPAWN 5
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#define FUNC_80041EA4_MOUNT_WALL 6
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#define FUNC_80041EA4_STOP 8
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#define FUNC_80041EA4_VOID_OUT 12
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#define WATERBOX_ROOM(p) ((p >> 13) & 0x3F)
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typedef struct {
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Vec3f scale;
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Vec3s rot;
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Vec3f pos;
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} ScaleRotPos;
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typedef struct {
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/* 0x00 */ u16 type;
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union {
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u16 vtxData[3];
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struct {
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/* 0x02 */ u16 flags_vIA; // 0xE000 is poly exclusion flags (xpFlags), 0x1FFF is vtxId
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/* 0x04 */ u16 flags_vIB; // 0xE000 is flags, 0x1FFF is vtxId
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// 0x2000 = poly IsConveyor surface
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/* 0x06 */ u16 vIC;
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};
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};
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/* 0x08 */ Vec3s normal; // Unit normal vector
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// Value ranges from -0x7FFF to 0x7FFF, representing -1.0 to 1.0; 0x8000 is invalid
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/* 0x0E */ s16 dist; // Plane distance from origin along the normal
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} CollisionPoly; // size = 0x10
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typedef struct {
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/* 0x0 */ u16 setting; // camera setting described by CameraSettingType enum
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/* 0x2 */ s16 count; // only used when `bgCamFuncData` is a list of points used for crawlspaces
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/* 0x4 */ Vec3s* bgCamFuncData; // s16 data grouped in threes (ex. Vec3s), is usually of type `BgCamFuncData`, but can be a list of points of type `Vec3s` for crawlspaces
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} BgCamInfo; // size = 0x8
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typedef BgCamInfo CamData; // Todo: Zapd compatibility
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// The structure used for all instances of s16 data from `BgCamInfo` with the exception of crawlspaces.
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// See `Camera_Subj4` for Vec3s data usage in crawlspaces
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typedef struct {
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/* 0x00 */ Vec3s pos;
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/* 0x06 */ Vec3s rot;
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/* 0x0C */ s16 fov;
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/* 0x0E */ union {
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s16 jfifId;
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s16 timer;
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s16 flags;
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};
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/* 0x10 */ s16 unk_10; // unused
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} BgCamFuncData; // size = 0x12
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typedef struct {
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/* 0x00 */ s16 xMin;
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/* 0x02 */ s16 ySurface;
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/* 0x04 */ s16 zMin;
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/* 0x06 */ s16 xLength;
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/* 0x08 */ s16 zLength;
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/* 0x0C */ u32 properties;
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// 0x0008_0000 = ?
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// 0x0007_E000 = Room Index, 0x3F = all rooms
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// 0x0000_1F00 = Lighting Settings Index
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// 0x0000_00FF = BgCam Index
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} WaterBox; // size = 0x10
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typedef struct {
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u32 data[2];
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// Type 1
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// 0x0800_0000 = wall damage
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} SurfaceType;
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typedef struct {
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/* 0x00 */ Vec3s minBounds; // minimum coordinates of poly bounding box
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/* 0x06 */ Vec3s maxBounds; // maximum coordinates of poly bounding box
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/* 0x0C */ u16 numVertices;
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/* 0x10 */ Vec3s* vtxList;
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/* 0x14 */ u16 numPolygons;
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/* 0x18 */ CollisionPoly* polyList;
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/* 0x1C */ SurfaceType* surfaceTypeList;
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/* 0x20 */ BgCamInfo* bgCamList;
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/* 0x24 */ u16 numWaterBoxes;
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/* 0x28 */ WaterBox* waterBoxes;
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} CollisionHeader; // original name: BGDataInfo
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typedef struct {
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s16 polyId;
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u16 next; // next SSNode index
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} SSNode;
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typedef struct {
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u16 head; // first SSNode index
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} SSList;
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typedef struct {
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/* 0x00 */ u16 max; // original name: short_slist_node_size
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/* 0x02 */ u16 count; // original name: short_slist_node_last_index
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/* 0x04 */ SSNode* tbl; // original name: short_slist_node_tbl
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/* 0x08 */ u8* polyCheckTbl; // points to an array of bytes, one per static poly. Zero initialized when starting a
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// bg check, and set to 1 if that poly has already been tested.
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} SSNodeList;
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typedef struct {
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SSNode* tbl;
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s32 count;
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s32 max;
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} DynaSSNodeList;
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typedef struct {
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SSList floor;
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SSList wall;
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SSList ceiling;
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} StaticLookup;
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typedef struct {
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u16 polyStartIndex;
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SSList ceiling;
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SSList wall;
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SSList floor;
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} DynaLookup;
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typedef struct {
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/* 0x00 */ struct Actor* actor;
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/* 0x04 */ CollisionHeader* colHeader;
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/* 0x08 */ DynaLookup dynaLookup;
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/* 0x10 */ u16 vtxStartIndex;
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/* 0x14 */ ScaleRotPos prevTransform;
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/* 0x34 */ ScaleRotPos curTransform;
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/* 0x54 */ Sphere16 boundingSphere;
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/* 0x5C */ f32 minY;
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/* 0x60 */ f32 maxY;
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} BgActor; // size = 0x64
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#define BGACTOR_IN_USE (1 << 0) // The bgActor entry is in use
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#define BGACTOR_1 (1 << 1)
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#define BGACTOR_COLLISION_DISABLED (1 << 2) // The collision of the bgActor is disabled
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#define BGACTOR_CEILING_COLLISION_DISABLED (1 << 3) // The ceilings in the collision of the bgActor are ignored
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typedef struct {
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/* 0x0000 */ u8 bitFlag;
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/* 0x0004 */ BgActor bgActors[BG_ACTOR_MAX];
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/* 0x138C */ u16 bgActorFlags[BG_ACTOR_MAX];
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/* 0x13F0 */ CollisionPoly* polyList;
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/* 0x13F4 */ Vec3s* vtxList;
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/* 0x13F8 */ DynaSSNodeList polyNodes;
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/* 0x1404 */ s32 polyNodesMax;
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/* 0x1408 */ s32 polyListMax;
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/* 0x140C */ s32 vtxListMax;
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} DynaCollisionContext; // size = 0x1410
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typedef struct CollisionContext {
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/* 0x00 */ CollisionHeader* colHeader; // scene's static collision
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/* 0x04 */ Vec3f minBounds; // minimum coordinates of collision bounding box
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/* 0x10 */ Vec3f maxBounds; // maximum coordinates of collision bounding box
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/* 0x1C */ Vec3i subdivAmount; // x, y, z subdivisions of the scene's static collision
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/* 0x28 */ Vec3f subdivLength; // x, y, z subdivision worldspace lengths
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/* 0x34 */ Vec3f subdivLengthInv; // inverse of subdivision length
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/* 0x40 */ StaticLookup* lookupTbl; // 3d array of length subdivAmount
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/* 0x44 */ SSNodeList polyNodes;
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/* 0x50 */ DynaCollisionContext dyna;
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/* 0x1460 */ u32 memSize; // Size of all allocated memory plus CollisionContext
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} CollisionContext; // size = 0x1464
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typedef struct {
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/* 0x00 */ struct PlayState* play;
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/* 0x04 */ struct CollisionContext* colCtx;
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/* 0x08 */ u16 xpFlags;
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/* 0x0C */ CollisionPoly** resultPoly;
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/* 0x10 */ f32 yIntersect;
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/* 0x14 */ Vec3f* pos;
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/* 0x18 */ s32* bgId;
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/* 0x1C */ struct Actor* actor;
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/* 0x20 */ u32 unk_20;
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/* 0x24 */ f32 chkDist;
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/* 0x28 */ DynaCollisionContext* dyna;
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/* 0x2C */ SSList* ssList;
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} DynaRaycast;
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typedef struct {
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/* 0x00 */ struct CollisionContext* colCtx;
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/* 0x04 */ u16 xpFlags;
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/* 0x08 */ DynaCollisionContext* dyna;
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/* 0x0C */ SSList* ssList;
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/* 0x10 */ Vec3f* posA;
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/* 0x14 */ Vec3f* posB;
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/* 0x18 */ Vec3f* posResult;
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/* 0x1C */ CollisionPoly** resultPoly;
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/* 0x20 */ s32 chkOneFace; // bccFlags & 0x8
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/* 0x24 */ f32* distSq; // distance from posA to poly squared
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/* 0x28 */ f32 chkDist; // distance from poly
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} DynaLineTest;
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#endif
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