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17edb82c0d
* rename OOT_DEBUG to DEBUG_FEATURES * makefile changes * add DEBUG_ASSETS * fix DEBUG_FEATURES usages * format * fix errors * review * fix problem and review2 * review * add DEBUG_FEATURES to DEBUG_ASSETS check * review * whoops * format
566 lines
26 KiB
C
566 lines
26 KiB
C
#ifndef Z64COLLISION_CHECK_H
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#define Z64COLLISION_CHECK_H
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#include "ultra64.h"
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#include "z64math.h"
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#define COLLISION_CHECK_AT_MAX 50
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#define COLLISION_CHECK_AC_MAX 60
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#define COLLISION_CHECK_OC_MAX 50
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#define COLLISION_CHECK_OC_LINE_MAX 3
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struct Actor;
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struct GraphicsContext;
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struct PlayState;
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/*
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* Bases for all shapes of colliders
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*/
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typedef enum ColliderShape {
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/* 0 */ COLSHAPE_JNTSPH,
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/* 1 */ COLSHAPE_CYLINDER,
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/* 2 */ COLSHAPE_TRIS,
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/* 3 */ COLSHAPE_QUAD,
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/* 4 */ COLSHAPE_MAX
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} ColliderShape;
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typedef enum ColliderMaterial {
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/* 0 */ COL_MATERIAL_HIT0, // Blue blood, white hitmark
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/* 1 */ COL_MATERIAL_HIT1, // No blood, dust hitmark
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/* 2 */ COL_MATERIAL_HIT2, // Green blood, dust hitmark
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/* 3 */ COL_MATERIAL_HIT3, // No blood, white hitmark
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/* 4 */ COL_MATERIAL_HIT4, // Water burst, no hitmark
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/* 5 */ COL_MATERIAL_HIT5, // No blood, red hitmark
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/* 6 */ COL_MATERIAL_HIT6, // Green blood, white hitmark
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/* 7 */ COL_MATERIAL_HIT7, // Red blood, white hitmark
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/* 8 */ COL_MATERIAL_HIT8, // Blue blood, red hitmark
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/* 9 */ COL_MATERIAL_METAL,
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/* 10 */ COL_MATERIAL_NONE,
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/* 11 */ COL_MATERIAL_WOOD,
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/* 12 */ COL_MATERIAL_HARD,
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/* 13 */ COL_MATERIAL_TREE
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} ColliderMaterial;
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typedef struct Collider {
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/* 0x00 */ struct Actor* actor; // Attached actor
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/* 0x04 */ struct Actor* at; // Actor attached to what it collided with as an AT collider.
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/* 0x08 */ struct Actor* ac; // Actor attached to what it collided with as an AC collider.
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/* 0x0C */ struct Actor* oc; // Actor attached to what it collided with as an OC collider.
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/* 0x10 */ u8 atFlags;
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/* 0x11 */ u8 acFlags;
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/* 0x12 */ u8 ocFlags1;
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/* 0x13 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
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/* 0x14 */ u8 colMaterial; // Determines hitmarks and sound effects during AC collisions. See `ColliderMaterial` enum
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/* 0x15 */ u8 shape; // See `ColliderShape` enum
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} Collider; // size = 0x18
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typedef struct ColliderInit {
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/* 0x00 */ u8 colMaterial;
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/* 0x01 */ u8 atFlags;
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/* 0x02 */ u8 acFlags;
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/* 0x03 */ u8 ocFlags1;
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/* 0x04 */ u8 ocFlags2;
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/* 0x05 */ u8 shape;
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} ColliderInit; // size = 0x06
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typedef struct ColliderInitType1 {
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/* 0x00 */ u8 colMaterial;
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/* 0x01 */ u8 atFlags;
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/* 0x02 */ u8 acFlags;
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/* 0x03 */ u8 ocFlags1;
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/* 0x04 */ u8 shape;
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} ColliderInitType1; // size = 0x05
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typedef struct ColliderInitToActor {
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/* 0x00 */ struct Actor* actor;
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/* 0x04 */ u8 atFlags;
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/* 0x05 */ u8 acFlags;
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/* 0x06 */ u8 ocFlags1;
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/* 0x07 */ u8 shape;
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} ColliderInitToActor; // size = 0x08
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typedef struct ColliderElementDamageInfoAT {
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/* 0x00 */ u32 dmgFlags; // Damage types dealt by this collider element as AT.
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/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
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/* 0x05 */ u8 damage; // Damage
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} ColliderElementDamageInfoAT; // size = 0x08
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typedef struct ColliderElementDamageInfoAC {
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/* 0x00 */ u32 dmgFlags; // Damage types that may affect this collider element as AC.
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/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
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/* 0x05 */ u8 defense; // Damage Resistance
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/* 0x06 */ Vec3s hitPos; // Point of contact
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} ColliderElementDamageInfoAC; // size = 0x0C
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typedef struct ColliderElementDamageInfoACInit {
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/* 0x00 */ u32 dmgFlags; // Damage types that may affect this collider element as AC.
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/* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
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/* 0x05 */ u8 defense; // Damage Resistance
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} ColliderElementDamageInfoACInit; // size = 0x08
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typedef enum ElementMaterial {
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/* 0 */ ELEM_MATERIAL_UNK0,
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/* 1 */ ELEM_MATERIAL_UNK1,
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/* 2 */ ELEM_MATERIAL_UNK2,
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/* 3 */ ELEM_MATERIAL_UNK3,
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/* 4 */ ELEM_MATERIAL_UNK4,
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/* 5 */ ELEM_MATERIAL_UNK5,
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/* 6 */ ELEM_MATERIAL_UNK6,
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/* 7 */ ELEM_MATERIAL_UNK7
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} ElementMaterial;
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typedef struct ColliderElement {
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/* 0x00 */ ColliderElementDamageInfoAT atDmgInfo; // Damage properties when acting as an AT collider
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/* 0x08 */ ColliderElementDamageInfoAC acDmgInfo; // Damage properties when acting as an AC collider
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/* 0x14 */ u8 elemMaterial; // Affects sfx when attacked by Player, and interaction with hookshot and arrows.
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/* 0x15 */ u8 atElemFlags; // Information flags for AT collisions
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/* 0x16 */ u8 acElemFlags; // Information flags for AC collisions
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/* 0x17 */ u8 ocElemFlags; // Information flags for OC collisions
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/* 0x18 */ Collider* atHit; // object touching this element's AT collider
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/* 0x1C */ Collider* acHit; // object touching this element's AC collider
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/* 0x20 */ struct ColliderElement* atHitElem; // element that hit the AT collider
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/* 0x24 */ struct ColliderElement* acHitElem; // element that hit the AC collider
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} ColliderElement; // size = 0x28
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typedef struct ColliderElementInit {
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/* 0x00 */ u8 elemMaterial; // Affects sfx when attacked by Player, and interaction with hookshot and arrows.
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/* 0x04 */ ColliderElementDamageInfoAT atDmgInfo; // Damage properties when acting as an AT collider
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/* 0x0C */ ColliderElementDamageInfoACInit acDmgInfo; // Damage properties when acting as an AC collider
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/* 0x14 */ u8 atElemFlags; // Information flags for AT collisions
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/* 0x15 */ u8 acElemFlags; // Information flags for AC collisions
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/* 0x16 */ u8 ocElemFlags; // Information flags for OC collisions
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} ColliderElementInit; // size = 0x18
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/*
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* JntSph - A collider made of sphere shaped elements. Each sphere can attach to a skeleton joint (limb).
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*/
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// collider structs
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typedef struct ColliderJntSphElementDim {
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/* 0x00 */ Sphere16 modelSphere; // model space sphere
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/* 0x08 */ Sphere16 worldSphere; // world space sphere
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/* 0x10 */ f32 scale; // world space sphere = model * scale * 0.01
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/* 0x14 */ u8 limb; // attached limb
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} ColliderJntSphElementDim; // size = 0x18
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typedef struct ColliderJntSphElement {
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/* 0x00 */ ColliderElement base;
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/* 0x28 */ ColliderJntSphElementDim dim;
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} ColliderJntSphElement; // size = 0x40
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typedef struct ColliderJntSph {
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/* 0x00 */ Collider base;
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/* 0x18 */ s32 count;
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/* 0x1C */ ColliderJntSphElement* elements;
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} ColliderJntSph; // size = 0x20
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// init data structs
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typedef struct ColliderJntSphElementDimInit {
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/* 0x00 */ u8 limb; // attached limb
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/* 0x02 */ Sphere16 modelSphere; // model space sphere
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/* 0x0A */ s16 scale; // world space sphere = model * scale * 0.01
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} ColliderJntSphElementDimInit; // size = 0x0C
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typedef struct ColliderJntSphElementInit {
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/* 0x00 */ ColliderElementInit base;
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/* 0x18 */ ColliderJntSphElementDimInit dim;
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} ColliderJntSphElementInit; // size = 0x24
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typedef struct ColliderJntSphInit {
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/* 0x00 */ ColliderInit base;
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/* 0x08 */ s32 count;
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/* 0x0C */ ColliderJntSphElementInit* elements;
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} ColliderJntSphInit; // size = 0x10
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typedef struct ColliderJntSphInitType1 {
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/* 0x00 */ ColliderInitType1 base;
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/* 0x08 */ s32 count;
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/* 0x0C */ ColliderJntSphElementInit* elements;
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} ColliderJntSphInitType1; // size = 0x10
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typedef struct ColliderJntSphInitToActor {
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/* 0x00 */ ColliderInitToActor base;
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/* 0x08 */ s32 count;
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/* 0x0C */ ColliderJntSphElementInit* elements;
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} ColliderJntSphInitToActor; // size = 0x10
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/*
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* Cylinder - A single cylinder shaped collider
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*/
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// collider structs
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typedef struct ColliderCylinder {
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/* 0x00 */ Collider base;
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/* 0x18 */ ColliderElement elem;
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/* 0x40 */ Cylinder16 dim;
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} ColliderCylinder; // size = 0x4C
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// init data structs
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typedef struct ColliderCylinderInit {
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/* 0x00 */ ColliderInit base;
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/* 0x08 */ ColliderElementInit elem;
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/* 0x20 */ Cylinder16 dim;
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} ColliderCylinderInit; // size = 0x2C
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typedef struct ColliderCylinderInitType1 {
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/* 0x00 */ ColliderInitType1 base;
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/* 0x08 */ ColliderElementInit elem;
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/* 0x20 */ Cylinder16 dim;
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} ColliderCylinderInitType1; // size = 0x2C
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typedef struct ColliderCylinderInitToActor {
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/* 0x00 */ ColliderInitToActor base;
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/* 0x08 */ ColliderElementInit elem;
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/* 0x20 */ Cylinder16 dim;
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} ColliderCylinderInitToActor; // size = 0x2C
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/*
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* Tris - A collider made of triangle shaped elements
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*/
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// collider structs
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typedef struct ColliderTrisElement {
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/* 0x00 */ ColliderElement base;
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/* 0x28 */ TriNorm dim;
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} ColliderTrisElement; // size = 0x5C
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typedef struct ColliderTris {
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/* 0x00 */ Collider base;
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/* 0x18 */ s32 count;
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/* 0x1C */ ColliderTrisElement* elements;
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} ColliderTris; // size = 0x20
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// init data structs
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typedef struct ColliderTrisElementDimInit {
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/* 0x00 */ Vec3f vtx[3];
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} ColliderTrisElementDimInit; // size = 0x24
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typedef struct ColliderTrisElementInit {
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/* 0x00 */ ColliderElementInit base;
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/* 0x18 */ ColliderTrisElementDimInit dim;
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} ColliderTrisElementInit; // size = 0x3C
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typedef struct ColliderTrisInit {
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/* 0x00 */ ColliderInit base;
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/* 0x08 */ s32 count;
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/* 0x0C */ ColliderTrisElementInit* elements;
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} ColliderTrisInit; // size = 0x10
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typedef struct ColliderTrisInitType1 {
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/* 0x00 */ ColliderInitType1 base;
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/* 0x08 */ s32 count;
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/* 0x0C */ ColliderTrisElementInit* elements;
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} ColliderTrisInitType1; // size = 0x10
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/*
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* Quad - A single quad shaped collider
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*/
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// collider structs
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typedef struct ColliderQuadDim {
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/* 0x00 */ Vec3f quad[4];
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/* 0x30 */ Vec3s dcMid; // midpoint of vectors d, c
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/* 0x36 */ Vec3s baMid; // midpoint of vectors b, a
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/* 0x3C */ f32 acDistSq; // distance to nearest AC collision this frame, squared.
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} ColliderQuadDim; // size = 0x40
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typedef struct ColliderQuad {
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/* 0x00 */ Collider base;
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/* 0x18 */ ColliderElement elem;
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/* 0x40 */ ColliderQuadDim dim;
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} ColliderQuad; // size = 0x80
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// init data structs
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typedef struct ColliderQuadDimInit {
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/* 0x00 */ Vec3f quad[4];
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} ColliderQuadDimInit; // size = 0x30
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typedef struct ColliderQuadInit {
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/* 0x00 */ ColliderInit base;
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/* 0x08 */ ColliderElementInit elem;
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/* 0x20 */ ColliderQuadDimInit dim;
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} ColliderQuadInit; // size = 0x50
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typedef struct ColliderQuadInitType1 {
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/* 0x00 */ ColliderInitType1 base;
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/* 0x08 */ ColliderElementInit elem;
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/* 0x20 */ ColliderQuadDimInit dim;
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} ColliderQuadInitType1; // size = 0x50
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/*
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* Line collider
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*/
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typedef struct OcLine {
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/* 0x00 */ Linef line;
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/* 0x18 */ u16 ocFlags;
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} OcLine; // size = 0x1C
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typedef struct CollisionCheckContext {
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/* 0x000 */ s16 colATCount;
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/* 0x002 */ u16 sacFlags;
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/* 0x004 */ Collider* colAT[COLLISION_CHECK_AT_MAX];
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/* 0x0CC */ s32 colACCount;
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/* 0x0D0 */ Collider* colAC[COLLISION_CHECK_AC_MAX];
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/* 0x1C0 */ s32 colOCCount;
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/* 0x1C4 */ Collider* colOC[COLLISION_CHECK_OC_MAX];
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/* 0x28C */ s32 colLineCount;
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/* 0x290 */ OcLine* colLine[COLLISION_CHECK_OC_LINE_MAX];
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} CollisionCheckContext; // size = 0x29C
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/*
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* Collider properties, for all shapes
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*/
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#define AT_NONE 0 // No flags set. Cannot have AT collisions when set as AT
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#define AT_ON (1 << 0) // Can have AT collisions when set as AT
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#define AT_HIT (1 << 1) // Had an AT collision
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#define AT_BOUNCED (1 << 2) // Had an AT collision with an AC_HARD collider
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#define AT_TYPE_PLAYER (1 << 3) // Has player-aligned damage
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#define AT_TYPE_ENEMY (1 << 4) // Has enemy-aligned damage
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#define AT_TYPE_OTHER (1 << 5) // Has non-aligned damage
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#define AT_SELF (1 << 6) // Can have AT collisions with colliders attached to the same actor
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#define AT_TYPE_ALL (AT_TYPE_PLAYER | AT_TYPE_ENEMY | AT_TYPE_OTHER) // Has all three damage alignments
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#define AC_NONE 0 // No flags set. Cannot have AC collisions when set as AC
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#define AC_ON (1 << 0) // Can have AC collisions when set as AC
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#define AC_HIT (1 << 1) // Had an AC collision
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#define AC_HARD (1 << 2) // Causes AT colliders to bounce off it
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#define AC_TYPE_PLAYER AT_TYPE_PLAYER // Takes player-aligned damage
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#define AC_TYPE_ENEMY AT_TYPE_ENEMY // Takes enemy-aligned damage
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#define AC_TYPE_OTHER AT_TYPE_OTHER // Takes non-aligned damage
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#define AC_NO_DAMAGE (1 << 6) // Collider does not take damage
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#define AC_BOUNCED (1 << 7) // Caused an AT collider to bounce off it
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#define AC_TYPE_ALL (AC_TYPE_PLAYER | AC_TYPE_ENEMY | AC_TYPE_OTHER) // Takes damage from all three alignments
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#define OC1_NONE 0 // No flags set. Cannot have OC collisions when set as OC
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#define OC1_ON (1 << 0) // Can have OC collisions when set as OC
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#define OC1_HIT (1 << 1) // Had an OC collision
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#define OC1_NO_PUSH (1 << 2) // Does not push other colliders away during OC collisions
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#define OC1_TYPE_PLAYER (1 << 3) // Can have OC collisions with OC type player
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#define OC1_TYPE_1 (1 << 4) // Can have OC collisions with OC type 1
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#define OC1_TYPE_2 (1 << 5) // Can have OC collisions with OC type 2
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#define OC1_TYPE_ALL (OC1_TYPE_PLAYER | OC1_TYPE_1 | OC1_TYPE_2) // Can have collisions with all three OC types
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#define OC2_NONE 0 // No flags set. Has no OC type
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#define OC2_HIT_PLAYER (1 << 0) // Had an OC collision with OC type player
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#define OC2_UNK1 (1 << 1) // Prevents OC collisions with OC2_UNK2. Some horses and toki_sword have it.
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#define OC2_UNK2 (1 << 2) // Prevents OC collisions with OC2_UNK1. Nothing has it.
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#define OC2_TYPE_PLAYER OC1_TYPE_PLAYER // Has OC type player
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#define OC2_TYPE_1 OC1_TYPE_1 // Has OC type 1
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#define OC2_TYPE_2 OC1_TYPE_2 // Has OC type 2
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#define OC2_FIRST_ONLY (1 << 6) // Skips AC checks on elements after the first collision. Only used by Ganon
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#define ATELEM_NONE 0 // No flags set. Cannot have AT collisions
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#define ATELEM_ON (1 << 0) // Can have AT collisions
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#define ATELEM_HIT (1 << 1) // Had an AT collision
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#define ATELEM_NEAREST (1 << 2) // For COLSHAPE_QUAD colliders, only collide with the closest AC element
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#define ATELEM_SFX_MASK (3 << 3)
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#define ATELEM_SFX_NORMAL (0 << 3) // Hit sound effect based on AC collider's type
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#define ATELEM_SFX_HARD (1 << 3) // Always uses hard deflection sound
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#define ATELEM_SFX_WOOD (2 << 3) // Always uses wood deflection sound
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#define ATELEM_SFX_NONE (3 << 3) // No hit sound effect
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#define ATELEM_AT_HITMARK (1 << 5) // Draw hitmarks for every AT collision
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#define ATELEM_DREW_HITMARK (1 << 6) // Already drew hitmark for this frame
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#define ATELEM_UNK7 (1 << 7) // Unknown purpose. Used by some enemy quads
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#define ACELEM_NONE 0 // No flags set. Cannot have AC collisions
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#define ACELEM_ON (1 << 0) // Can have AC collisions
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#define ACELEM_HIT (1 << 1) // Had an AC collision
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#define ACELEM_HOOKABLE (1 << 2) // Can be hooked if actor has hookability flags set.
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#define ACELEM_NO_AT_INFO (1 << 3) // Does not give its info to the AT collider that hit it.
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#define ACELEM_NO_DAMAGE (1 << 4) // Does not take damage.
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#define ACELEM_NO_SWORD_SFX (1 << 5) // Does not have a sound effect when hit by player-attached AT colliders.
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#define ACELEM_NO_HITMARK (1 << 6) // Skips hit effects.
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#define ACELEM_DRAW_HITMARK (1 << 7) // Draw hitmark for AC collision this frame.
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#define OCELEM_NONE 0 // No flags set. Cannot have OC collisions
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#define OCELEM_ON (1 << 0) // Can have OC collisions
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#define OCELEM_HIT (1 << 1) // Had an OC collision
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#define OCELEM_UNK3 (1 << 3) // Unknown purpose. Used by Dead Hand element 0 and Dodongo element 5
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#define OCLINE_NONE 0 // Did not have an OcLine collision
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#define OCLINE_HIT (1 << 0) // Had an OcLine collision
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#define DMG_ENTRY(damage, effect) ((damage) | ((effect) << 4))
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#define DMG_DEKU_NUT (1 << 0)
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#define DMG_DEKU_STICK (1 << 1)
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#define DMG_SLINGSHOT (1 << 2)
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#define DMG_EXPLOSIVE (1 << 3)
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#define DMG_BOOMERANG (1 << 4)
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#define DMG_ARROW_NORMAL (1 << 5)
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#define DMG_HAMMER_SWING (1 << 6)
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#define DMG_HOOKSHOT (1 << 7)
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#define DMG_SLASH_KOKIRI (1 << 8)
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#define DMG_SLASH_MASTER (1 << 9)
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#define DMG_SLASH_GIANT (1 << 10)
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#define DMG_ARROW_FIRE (1 << 11)
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#define DMG_ARROW_ICE (1 << 12)
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#define DMG_ARROW_LIGHT (1 << 13)
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#define DMG_ARROW_UNK1 (1 << 14)
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#define DMG_ARROW_UNK2 (1 << 15)
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#define DMG_ARROW_UNK3 (1 << 16)
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#define DMG_MAGIC_FIRE (1 << 17)
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#define DMG_MAGIC_ICE (1 << 18)
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#define DMG_MAGIC_LIGHT (1 << 19)
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#define DMG_SHIELD (1 << 20)
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#define DMG_MIR_RAY (1 << 21)
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#define DMG_SPIN_KOKIRI (1 << 22)
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#define DMG_SPIN_GIANT (1 << 23)
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#define DMG_SPIN_MASTER (1 << 24)
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#define DMG_JUMP_KOKIRI (1 << 25)
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#define DMG_JUMP_GIANT (1 << 26)
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#define DMG_JUMP_MASTER (1 << 27)
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#define DMG_UNKNOWN_1 (1 << 28)
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#define DMG_UNBLOCKABLE (1 << 29)
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#define DMG_HAMMER_JUMP (1 << 30)
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#define DMG_UNKNOWN_2 (1 << 31)
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#define DMG_SLASH (DMG_SLASH_KOKIRI | DMG_SLASH_MASTER | DMG_SLASH_GIANT)
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#define DMG_SPIN_ATTACK (DMG_SPIN_KOKIRI | DMG_SPIN_MASTER | DMG_SPIN_GIANT)
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#define DMG_JUMP_SLASH (DMG_JUMP_KOKIRI | DMG_JUMP_MASTER | DMG_JUMP_GIANT)
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#define DMG_SWORD (DMG_SLASH | DMG_SPIN_ATTACK | DMG_JUMP_SLASH)
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#define DMG_HAMMER (DMG_HAMMER_SWING | DMG_HAMMER_JUMP)
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#define DMG_FIRE (DMG_ARROW_FIRE | DMG_MAGIC_FIRE)
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#define DMG_ARROW (DMG_ARROW_NORMAL | DMG_ARROW_FIRE | DMG_ARROW_ICE | DMG_ARROW_LIGHT | DMG_ARROW_UNK1 | DMG_ARROW_UNK2 | DMG_ARROW_UNK3)
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#define DMG_RANGED (DMG_ARROW | DMG_HOOKSHOT | DMG_SLINGSHOT)
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#define DMG_DEFAULT ~(DMG_SHIELD | DMG_MIR_RAY)
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typedef struct DamageTable {
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u8 table[32];
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} DamageTable;
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typedef struct CollisionCheckInfoInit {
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/* 0x00 */ u8 health;
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/* 0x02 */ s16 cylRadius;
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/* 0x04 */ s16 cylHeight;
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/* 0x06 */ u8 mass;
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} CollisionCheckInfoInit;
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typedef struct CollisionCheckInfoInit2 {
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/* 0x00 */ u8 health;
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/* 0x02 */ s16 cylRadius;
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/* 0x04 */ s16 cylHeight;
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/* 0x06 */ s16 cylYShift;
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/* 0x08 */ u8 mass;
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} CollisionCheckInfoInit2;
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typedef struct CollisionCheckInfo {
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/* 0x00 */ DamageTable* damageTable;
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/* 0x04 */ Vec3f displacement; // Amount to correct actor velocity by when colliding into a body
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/* 0x10 */ s16 cylRadius; // Used for various purposes
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/* 0x12 */ s16 cylHeight; // Used for various purposes
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/* 0x14 */ s16 cylYShift; // Unused. Purpose inferred from Cylinder16 and CollisionCheck_CylSideVsLineSeg
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/* 0x16 */ u8 mass; // Used to compute displacement for OC collisions
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/* 0x17 */ u8 health; // Note: some actors may use their own health variable instead of this one
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/* 0x18 */ u8 damage; // Amount to decrement health by
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/* 0x19 */ u8 damageEffect; // Stores what effect should occur when hit by a weapon
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/* 0x1A */ u8 atHitEffect; // Stores what effect should occur when AT connects with an AC
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/* 0x1B */ u8 acHitEffect; // Stores what effect should occur when AC is touched by an AT
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} CollisionCheckInfo; // size = 0x1C
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DamageTable* DamageTable_Get(s32 index);
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void DamageTable_Clear(DamageTable* table);
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#if DEBUG_FEATURES
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void Collider_DrawRedPoly(struct GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC);
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void Collider_DrawPoly(struct 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(struct PlayState* play, ColliderJntSph* jntSph);
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s32 Collider_FreeJntSph(struct PlayState* play, ColliderJntSph* jntSph);
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s32 Collider_DestroyJntSph(struct PlayState* play, ColliderJntSph* jntSph);
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s32 Collider_SetJntSphToActor(struct PlayState* play, ColliderJntSph* dest, ColliderJntSphInitToActor* src);
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s32 Collider_SetJntSphAllocType1(struct PlayState* play, ColliderJntSph* dest, struct Actor* actor,
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ColliderJntSphInitType1* src);
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s32 Collider_SetJntSphAlloc(struct PlayState* play, ColliderJntSph* dest, struct Actor* actor, ColliderJntSphInit* src);
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s32 Collider_SetJntSph(struct PlayState* play, ColliderJntSph* dest, struct Actor* actor, ColliderJntSphInit* src,
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ColliderJntSphElement* jntSphElements);
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s32 Collider_ResetJntSphAT(struct PlayState* play, Collider* col);
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s32 Collider_ResetJntSphAC(struct PlayState* play, Collider* col);
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s32 Collider_ResetJntSphOC(struct PlayState* play, Collider* col);
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s32 Collider_InitCylinder(struct PlayState* play, ColliderCylinder* cyl);
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s32 Collider_DestroyCylinder(struct PlayState* play, ColliderCylinder* cyl);
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s32 Collider_SetCylinderToActor(struct PlayState* play, ColliderCylinder* dest, ColliderCylinderInitToActor* src);
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s32 Collider_SetCylinderType1(struct PlayState* play, ColliderCylinder* dest, struct Actor* actor, ColliderCylinderInitType1* src);
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s32 Collider_SetCylinder(struct PlayState* play, ColliderCylinder* dest, struct Actor* actor, ColliderCylinderInit* src);
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s32 Collider_ResetCylinderAT(struct PlayState* play, Collider* col);
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s32 Collider_ResetCylinderAC(struct PlayState* play, Collider* col);
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s32 Collider_ResetCylinderOC(struct PlayState* play, Collider* col);
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s32 Collider_InitTris(struct PlayState* play, ColliderTris* tris);
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s32 Collider_FreeTris(struct PlayState* play, ColliderTris* tris);
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s32 Collider_DestroyTris(struct PlayState* play, ColliderTris* tris);
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s32 Collider_SetTrisAllocType1(struct PlayState* play, ColliderTris* dest, struct Actor* actor, ColliderTrisInitType1* src);
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s32 Collider_SetTrisAlloc(struct PlayState* play, ColliderTris* dest, struct Actor* actor, ColliderTrisInit* src);
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s32 Collider_SetTris(struct PlayState* play, ColliderTris* dest, struct Actor* actor, ColliderTrisInit* src,
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ColliderTrisElement* trisElements);
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s32 Collider_ResetTrisAT(struct PlayState* play, Collider* col);
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s32 Collider_ResetTrisAC(struct PlayState* play, Collider* col);
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s32 Collider_ResetTrisOC(struct PlayState* play, Collider* col);
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s32 Collider_InitQuad(struct PlayState* play, ColliderQuad* quad);
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s32 Collider_DestroyQuad(struct PlayState* play, ColliderQuad* quad);
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s32 Collider_SetQuadType1(struct PlayState* play, ColliderQuad* dest, struct Actor* actor, ColliderQuadInitType1* src);
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s32 Collider_SetQuad(struct PlayState* play, ColliderQuad* dest, struct Actor* actor, ColliderQuadInit* src);
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s32 Collider_ResetQuadAT(struct PlayState* play, Collider* col);
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s32 Collider_ResetQuadAC(struct PlayState* play, Collider* col);
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s32 Collider_ResetQuadOC(struct PlayState* play, Collider* col);
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s32 Collider_InitLine(struct PlayState* play, OcLine* line);
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s32 Collider_DestroyLine(struct PlayState* play, OcLine* line);
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s32 Collider_SetLinePoints(struct PlayState* play, OcLine* ocLine, Vec3f* a, Vec3f* b);
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s32 Collider_SetLine(struct PlayState* play, OcLine* dest, OcLine* src);
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s32 Collider_ResetLineOC(struct PlayState* play, OcLine* line);
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void CollisionCheck_InitContext(struct PlayState* play, CollisionCheckContext* colChkCtx);
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void CollisionCheck_DestroyContext(struct PlayState* play, CollisionCheckContext* colChkCtx);
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void CollisionCheck_ClearContext(struct PlayState* play, CollisionCheckContext* colChkCtx);
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void CollisionCheck_EnableSAC(struct PlayState* play, CollisionCheckContext* colChkCtx);
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void CollisionCheck_DisableSAC(struct PlayState* play, CollisionCheckContext* colChkCtx);
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#if DEBUG_FEATURES
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void Collider_Draw(struct PlayState* play, Collider* col);
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void CollisionCheck_DrawCollision(struct PlayState* play, CollisionCheckContext* colChkCtx);
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#endif
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s32 CollisionCheck_SetAT(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider);
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s32 CollisionCheck_SetAT_SAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
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s32 CollisionCheck_SetAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider);
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s32 CollisionCheck_SetAC_SAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
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s32 CollisionCheck_SetOC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider);
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s32 CollisionCheck_SetOC_SAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
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s32 CollisionCheck_SetOCLine(struct PlayState* play, CollisionCheckContext* colChkCtx, OcLine* collider);
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|
void CollisionCheck_BlueBlood(struct PlayState* play, Collider* collider, Vec3f* v);
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void CollisionCheck_AT(struct PlayState* play, CollisionCheckContext* colChkCtx);
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void CollisionCheck_OC(struct 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(struct PlayState* play, CollisionCheckContext* colChkCtx);
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|
s32 CollisionCheck_LineOCCheckAll(struct PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b);
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|
s32 CollisionCheck_LineOCCheck(struct PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b,
|
|
struct Actor** exclusions, s32 numExclusions);
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|
void Collider_UpdateCylinder(struct 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(struct 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(struct PlayState* play, Vec3f* v);
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|
void CollisionCheck_SpawnWaterDroplets(struct PlayState* play, Vec3f* v);
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|
void CollisionCheck_SpawnShieldParticles(struct PlayState* play, Vec3f* v);
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|
void CollisionCheck_SpawnShieldParticlesMetal(struct PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesMetalSfx(struct PlayState* play, Vec3f* v, Vec3f* pos);
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void CollisionCheck_SpawnShieldParticlesMetal2(struct PlayState* play, Vec3f* v);
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void CollisionCheck_SpawnShieldParticlesWood(struct 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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|
|
#endif
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