mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-15 14:05:06 -05:00
99260acaf1
* Use PlayState instead of GlobalContext - GlobalContext -> PlayState - globalCtx -> play - GlobalCtx -> PlayState - globalContext -> playState * Find and replace Gameplay_ with Play_ * Correct some misnamed argument cases
115 lines
2.8 KiB
C
115 lines
2.8 KiB
C
#include "global.h"
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void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 flags) {
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dynaActor->bgId = -1;
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dynaActor->unk_15C = flags;
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dynaActor->unk_160 = 0;
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dynaActor->unk_150 = 0.0f;
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dynaActor->unk_154 = 0.0f;
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}
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void func_800434A0(DynaPolyActor* dynaActor) {
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dynaActor->unk_160 = 0;
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}
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void func_800434A8(DynaPolyActor* dynaActor) {
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dynaActor->unk_160 |= 1;
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}
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void func_800434B8(DynaPolyActor* dynaActor) {
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dynaActor->unk_160 |= 2;
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}
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void func_800434C8(CollisionContext* colCtx, s32 floorBgId) {
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DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, floorBgId);
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if (dynaActor != NULL) {
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func_800434B8(dynaActor);
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}
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}
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void func_800434F8(DynaPolyActor* dynaActor) {
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dynaActor->unk_160 |= 4;
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}
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void func_80043508(CollisionContext* colCtx, s32 floorBgId) {
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DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, floorBgId);
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if (dynaActor != NULL) {
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func_800434F8(dynaActor);
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}
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}
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void func_80043538(DynaPolyActor* dynaActor) {
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dynaActor->unk_160 |= 8;
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}
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s32 func_80043548(DynaPolyActor* dynaActor) {
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if (dynaActor->unk_160 & 1) {
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return true;
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} else {
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return false;
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}
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}
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s32 func_8004356C(DynaPolyActor* dynaActor) {
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if (dynaActor->unk_160 & 2) {
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return true;
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} else {
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return false;
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}
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}
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s32 func_80043590(DynaPolyActor* dynaActor) {
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if (dynaActor->unk_160 & 4) {
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return true;
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} else {
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return false;
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}
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}
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s32 func_800435B4(DynaPolyActor* dynaActor) {
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if (dynaActor->unk_160 & 8) {
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return true;
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} else {
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return false;
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}
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}
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s32 func_800435D8(PlayState* play, DynaPolyActor* dynaActor, s16 arg2, s16 arg3, s16 arg4) {
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Vec3f posA;
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Vec3f posB;
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Vec3f posResult;
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f32 sin = Math_SinS(dynaActor->unk_158);
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f32 cos = Math_CosS(dynaActor->unk_158);
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s32 bgId;
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CollisionPoly* poly;
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f32 a2;
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f32 a3;
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f32 sign = (0.0f <= dynaActor->unk_150) ? 1.0f : -1.0f;
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a2 = (f32)arg2 - 0.1f;
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posA.x = dynaActor->actor.world.pos.x + (a2 * cos);
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posA.y = dynaActor->actor.world.pos.y + arg4;
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posA.z = dynaActor->actor.world.pos.z - (a2 * sin);
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a3 = (f32)arg3 - 0.1f;
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posB.x = sign * a3 * sin + posA.x;
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posB.y = posA.y;
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posB.z = sign * a3 * cos + posA.z;
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if (BgCheck_EntityLineTest3(&play->colCtx, &posA, &posB, &posResult, &poly, true, false, false, true, &bgId,
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&dynaActor->actor, 0.0f)) {
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return false;
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}
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posA.x = (dynaActor->actor.world.pos.x * 2) - posA.x;
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posA.z = (dynaActor->actor.world.pos.z * 2) - posA.z;
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posB.x = sign * a3 * sin + posA.x;
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posB.z = sign * a3 * cos + posA.z;
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if (BgCheck_EntityLineTest3(&play->colCtx, &posA, &posB, &posResult, &poly, true, false, false, true, &bgId,
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&dynaActor->actor, 0.0f)) {
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return false;
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}
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return true;
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}
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