Moves func_800CB000 to z_bg_item, decompiles func_800CB000, and documents z_bg_item and a few DynaPolyActor struct members. (#407)

* Moves func_800CB000 to z_bg_item, decompiles func_800CB000, and documents z_bg_item and a few DynaPolyActor struct members.

* Adding usage of dynapoly state flag defines.

* Formats z_bg_item

* Update z_bg_item.c

* Update z_bg_collect.c

* Update z_bg_item.c

* Update z_bg_item.c

* Renames z_bg_item system to DynaPolyActor

* Format
This commit is contained in:
Kenix3 2021-11-14 17:06:34 -05:00 committed by GitHub
parent 0a953f7aea
commit 0c3bba3ff6
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GPG Key ID: 4AEE18F83AFDEB23
41 changed files with 231 additions and 193 deletions

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@ -995,7 +995,7 @@ s32 func_800C45C4(CollisionContext* colCtx, u32 arg1, Vec3f* arg2, Vec3f* arg3,
// void func_800C5538(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8, UNK_TYPE4 param_9, UNK_TYPE4 param_10);
s32 func_800C55C4(CollisionContext* colCtx, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3, CollisionPoly** arg4, u32 arg5, u32 arg6, u32 arg7, u32 arg8, u32* arg9);
// void func_800C5650(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8, UNK_TYPE4 param_9, UNK_TYPE4 param_10, UNK_TYPE4 param_11);
// void func_800C56E0(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8, UNK_TYPE4 param_9, UNK_TYPE4 param_10, UNK_TYPE4 param_11, UNK_TYPE4 param_12);
s32 func_800C56E0(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId, Actor* actor, f32 chkDist);
s32 func_800C576C(CollisionContext* colCtx, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3, CollisionPoly** arg4, u32 arg5, u32 arg6, u32 arg7, u32 arg8, u32* arg9);
// void func_800C57F8(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6);
// void func_800C583C(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8, UNK_TYPE4 param_9);
@ -1109,22 +1109,22 @@ void BgCheck2_UpdateActorPosition(CollisionContext* colCtx, s32 index, Actor* ac
void BgCheck2_UpdateActorYRotation(CollisionContext* colCtx, s32 index, Actor* actor);
void BgCheck2_AttachToMesh(CollisionContext* colCtx, Actor* actor, s32 index);
u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* colCtx, s32 index, Actor* actor);
void BcCheck3_BgActorInit(DynaPolyActor* actor, UNK_TYPE4 param_2);
void BgCheck3_LoadMesh(GlobalContext* globalCtx, DynaPolyActor* actor, CollisionHeader* meshHeader);
void BgCheck3_ResetFlags(DynaPolyActor* actor);
void func_800CAE88(DynaPolyActor* actor);
void func_800CAE9C(DynaPolyActor* actor);
void func_800CAEB0(CollisionContext* colCtx, s32 index);
void func_800CAEE0(DynaPolyActor* actor);
void func_800CAEF4(CollisionContext* colCtx, s32 index);
void func_800CAF24(DynaPolyActor* actor);
void func_800CAF38(DynaPolyActor* actor);
s32 func_800CAF4C(DynaPolyActor* actor);
s32 func_800CAF70(DynaPolyActor* actor);
s32 func_800CAF94(DynaPolyActor* actor);
s32 func_800CAFB8(DynaPolyActor* actor);
s32 func_800CAFDC(DynaPolyActor* actor);
// void func_800CB000(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5);
void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 flags);
void DynaPolyActor_LoadMesh(GlobalContext* globalCtx, DynaPolyActor* dynaActor, CollisionHeader* meshHeader);
void DynaPolyActor_ResetState(DynaPolyActor* dynaActor);
void DynaPolyActor_SetRidingFallingState(DynaPolyActor* dynaActor);
void DynaPolyActor_SetRidingMovingState(DynaPolyActor* dynaActor);
void DynaPolyActor_SetRidingMovingStateByIndex(CollisionContext* colCtx, s32 index);
void DynaPolyActor_SetRidingRotatingState(DynaPolyActor* dynaActor);
void DynaPolyActor_SetRidingRotatingStateByIndex(CollisionContext* colCtx, s32 index);
void DynaPolyActor_SetSwitchPressedState(DynaPolyActor* dynaActor);
void DynaPolyActor_SetHeavySwitchPressedState(DynaPolyActor* dynaActor);
s32 DynaPolyActor_IsInRidingFallingState(DynaPolyActor* dynaActor);
s32 DynaPolyActor_IsInRidingMovingState(DynaPolyActor* dynaActor);
s32 DynaPolyActor_IsInRidingRotatingState(DynaPolyActor* dynaActor);
s32 DynaPolyActor_IsInSwitchPressedState(DynaPolyActor* dynaActor);
s32 DynaPolyActor_IsInHeavySwitchPressedState(DynaPolyActor* dynaActor);
s32 DynaPolyActor_ValidateMove(GlobalContext* globalCtx, DynaPolyActor* dynaActor, s16 arg2, s16 arg3, s16 arg4);
f32 Camera_fabsf(f32 f);
f32 Camera_LengthVec3f(Vec3f* v);
// void func_800CB270(void);

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@ -228,12 +228,12 @@ typedef enum {
typedef struct {
/* 0x000 */ Actor actor;
/* 0x144 */ s32 bgId;
/* 0x148 */ f32 unk148;
/* 0x148 */ f32 pushForce;
/* 0x14C */ f32 unk14C;
/* 0x150 */ s16 unk150;
/* 0x150 */ s16 yRotation;
/* 0x152 */ u16 unk152;
/* 0x154 */ u32 unk154;
/* 0x158 */ u8 unk_158;
/* 0x154 */ u32 flags;
/* 0x158 */ u8 stateFlags;
/* 0x15A */ s16 pad15A;
} DynaPolyActor; // size = 0x15C

1
spec
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@ -457,7 +457,6 @@ beginseg
include "build/data/code/z_bgcheck.bss.o"
include "build/src/code/z_bg_collect.o"
include "build/src/code/z_bg_item.o"
include "build/src/code/code_800CB000.o"
include "build/src/code/z_camera.o"
include "build/data/code/z_camera.data.o"
include "build/data/code/z_camera.bss.o"

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@ -1,3 +0,0 @@
#include "global.h"
#pragma GLOBAL_ASM("asm/non_matchings/code/code_800CB000/func_800CB000.s")

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@ -509,8 +509,8 @@ f32 Actor_YDistance(Actor* actor1, Actor* actor2) {
#pragma GLOBAL_ASM("asm/non_matchings/code/z_actor/func_800B72E0.s")
void func_800B72F8(DynaPolyActor* dpactor, f32 a1, s16 a2) {
dpactor->unk150 = a2;
dpactor->unk148 += a1;
dpactor->yRotation = a2;
dpactor->pushForce += a1;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_actor/Actor_IsLinkFacingActor.s")

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@ -61,13 +61,13 @@ void BgCheck2_AttachToMesh(CollisionContext* colCtx, Actor* actor, s32 index) {
meshActor = BgCheck_GetActorOfMesh(colCtx, index);
if (meshActor != NULL) {
func_800CAE88(meshActor);
DynaPolyActor_SetRidingFallingState(meshActor);
if ((actor->flags & 0x4000000) == 0x4000000) {
func_800CAF24(meshActor);
DynaPolyActor_SetSwitchPressedState(meshActor);
}
if ((actor->flags & 0x20000) == 0x20000) {
func_800CAF38(meshActor);
DynaPolyActor_SetHeavySwitchPressedState(meshActor);
}
}
}
@ -80,7 +80,7 @@ u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* colCtx, s32 index, Acto
return 0;
}
if (((colCtx->dyna.bgActorFlags[index] & 2) != 0) || ((colCtx->dyna.bgActorFlags[index] & 1) == 0)) {
if (colCtx->dyna.bgActorFlags[index] & 2 || !(colCtx->dyna.bgActorFlags[index] & 1)) {
return 0;
}
@ -90,12 +90,12 @@ u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* colCtx, s32 index, Acto
return 0;
}
if ((meshActor->unk154 & 1) != 0) {
if (meshActor->flags & 1) {
BgCheck2_UpdateActorPosition(colCtx, index, actor);
wasUpdated = 1;
}
if ((meshActor->unk154 & 2) != 0) {
if (meshActor->flags & 2) {
BgCheck2_UpdateActorYRotation(colCtx, index, actor);
wasUpdated = 1;
}

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@ -1,99 +1,141 @@
#include "global.h"
void BcCheck3_BgActorInit(DynaPolyActor* actor, UNK_TYPE4 param_2) {
actor->bgId = -1;
actor->unk148 = 0;
actor->unk14C = 0;
actor->unk154 = param_2;
actor->unk_158 = 0;
#define DYNAPOLY_STATE_NONE 0
#define DYNAPOLY_STATE_RIDING_FALLING (1 << 0)
#define DYNAPOLY_STATE_RIDING_MOVING (1 << 1)
#define DYNAPOLY_STATE_RIDING_ROTATING (1 << 2)
#define DYNAPOLY_STATE_SWITCH_PRESSED (1 << 3)
#define DYNAPOLY_STATE_HEAVY_SWITCH_PRESSED (1 << 4)
void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 flags) {
dynaActor->bgId = -1;
dynaActor->pushForce = 0.0f;
dynaActor->unk14C = 0.0f;
dynaActor->flags = flags;
dynaActor->stateFlags = DYNAPOLY_STATE_NONE;
}
void BgCheck3_LoadMesh(GlobalContext* globalCtx, DynaPolyActor* actor, CollisionHeader* meshHeader) {
CollisionHeader* header;
void DynaPolyActor_LoadMesh(GlobalContext* globalCtx, DynaPolyActor* dynaActor, CollisionHeader* meshHeader) {
CollisionHeader* header = NULL;
header = NULL;
BgCheck_RelocateMeshHeader(meshHeader, &header);
actor->bgId = BgCheck_AddActorMesh(globalCtx, &globalCtx->colCtx.dyna, actor, header);
dynaActor->bgId = BgCheck_AddActorMesh(globalCtx, &globalCtx->colCtx.dyna, dynaActor, header);
}
void BgCheck3_ResetFlags(DynaPolyActor* actor) {
actor->unk_158 = 0;
void DynaPolyActor_ResetState(DynaPolyActor* dynaActor) {
dynaActor->stateFlags = DYNAPOLY_STATE_NONE;
}
void func_800CAE88(DynaPolyActor* actor) {
actor->unk_158 |= 1;
void DynaPolyActor_SetRidingFallingState(DynaPolyActor* dynaActor) {
dynaActor->stateFlags |= DYNAPOLY_STATE_RIDING_FALLING;
}
void func_800CAE9C(DynaPolyActor* actor) {
actor->unk_158 |= 2;
void DynaPolyActor_SetRidingMovingState(DynaPolyActor* dynaActor) {
dynaActor->stateFlags |= DYNAPOLY_STATE_RIDING_MOVING;
}
void func_800CAEB0(CollisionContext* colCtx, s32 index) {
DynaPolyActor* actor;
void DynaPolyActor_SetRidingMovingStateByIndex(CollisionContext* colCtx, s32 index) {
DynaPolyActor* dynaActor = BgCheck_GetActorOfMesh(colCtx, index);
actor = BgCheck_GetActorOfMesh(colCtx, index);
if (actor != (DynaPolyActor*)0x0) {
func_800CAE9C(actor);
if (dynaActor != NULL) {
DynaPolyActor_SetRidingMovingState(dynaActor);
}
}
void func_800CAEE0(DynaPolyActor* actor) {
actor->unk_158 |= 4;
void DynaPolyActor_SetRidingRotatingState(DynaPolyActor* dynaActor) {
dynaActor->stateFlags |= DYNAPOLY_STATE_RIDING_ROTATING;
}
void func_800CAEF4(CollisionContext* colCtx, s32 index) {
DynaPolyActor* actor;
void DynaPolyActor_SetRidingRotatingStateByIndex(CollisionContext* colCtx, s32 index) {
DynaPolyActor* dynaActor = BgCheck_GetActorOfMesh(colCtx, index);
actor = BgCheck_GetActorOfMesh(colCtx, index);
if (actor != (DynaPolyActor*)0x0) {
func_800CAEE0(actor);
if (dynaActor != NULL) {
DynaPolyActor_SetRidingRotatingState(dynaActor);
}
}
void func_800CAF24(DynaPolyActor* actor) {
actor->unk_158 |= 8;
void DynaPolyActor_SetSwitchPressedState(DynaPolyActor* dynaActor) {
dynaActor->stateFlags |= DYNAPOLY_STATE_SWITCH_PRESSED;
}
void func_800CAF38(DynaPolyActor* actor) {
actor->unk_158 |= 0x10;
void DynaPolyActor_SetHeavySwitchPressedState(DynaPolyActor* dynaActor) {
dynaActor->stateFlags |= DYNAPOLY_STATE_HEAVY_SWITCH_PRESSED;
}
s32 func_800CAF4C(DynaPolyActor* actor) {
if (actor->unk_158 & 1) {
return 1;
s32 DynaPolyActor_IsInRidingFallingState(DynaPolyActor* dynaActor) {
if (dynaActor->stateFlags & DYNAPOLY_STATE_RIDING_FALLING) {
return true;
} else {
return 0;
return false;
}
}
s32 func_800CAF70(DynaPolyActor* actor) {
if (actor->unk_158 & 2) {
return 1;
s32 DynaPolyActor_IsInRidingMovingState(DynaPolyActor* dynaActor) {
if (dynaActor->stateFlags & DYNAPOLY_STATE_RIDING_MOVING) {
return true;
} else {
return 0;
return false;
}
}
s32 func_800CAF94(DynaPolyActor* actor) {
if (actor->unk_158 & 4) {
return 1;
s32 DynaPolyActor_IsInRidingRotatingState(DynaPolyActor* dynaActor) {
if (dynaActor->stateFlags & DYNAPOLY_STATE_RIDING_ROTATING) {
return true;
} else {
return 0;
return false;
}
}
s32 func_800CAFB8(DynaPolyActor* actor) {
if (actor->unk_158 & 8) {
return 1;
s32 DynaPolyActor_IsInSwitchPressedState(DynaPolyActor* dynaActor) {
if (dynaActor->stateFlags & DYNAPOLY_STATE_SWITCH_PRESSED) {
return true;
} else {
return 0;
return false;
}
}
s32 func_800CAFDC(DynaPolyActor* actor) {
if (actor->unk_158 & 0x10) {
return 1;
s32 DynaPolyActor_IsInHeavySwitchPressedState(DynaPolyActor* dynaActor) {
if (dynaActor->stateFlags & DYNAPOLY_STATE_HEAVY_SWITCH_PRESSED) {
return true;
} else {
return 0;
return false;
}
}
s32 DynaPolyActor_ValidateMove(GlobalContext* globalCtx, DynaPolyActor* dynaActor, s16 startRadius, s16 endRadius,
s16 startHeight) {
Vec3f startPos;
Vec3f endPos;
Vec3f intersectionPos;
f32 sin = Math_SinS(dynaActor->yRotation);
f32 cos = Math_CosS(dynaActor->yRotation);
s32 bgId;
CollisionPoly* poly;
f32 adjustedStartRadius;
f32 adjustedEndRadius;
f32 sign = (0.0f <= dynaActor->pushForce) ? 1.0f : -1.0f;
adjustedStartRadius = (f32)startRadius - 0.1f;
startPos.x = dynaActor->actor.world.pos.x + (adjustedStartRadius * cos);
startPos.y = dynaActor->actor.world.pos.y + startHeight;
startPos.z = dynaActor->actor.world.pos.z - (adjustedStartRadius * sin);
adjustedEndRadius = (f32)endRadius - 0.1f;
endPos.x = sign * adjustedEndRadius * sin + startPos.x;
endPos.y = startPos.y;
endPos.z = sign * adjustedEndRadius * cos + startPos.z;
if (func_800C56E0(&globalCtx->colCtx, &startPos, &endPos, &intersectionPos, &poly, true, false, false, true, &bgId,
&dynaActor->actor, 0.0f)) {
return false;
}
startPos.x = (dynaActor->actor.world.pos.x * 2.0f) - startPos.x;
startPos.z = (dynaActor->actor.world.pos.z * 2.0f) - startPos.z;
endPos.x = sign * adjustedEndRadius * sin + startPos.x;
endPos.z = sign * adjustedEndRadius * cos + startPos.z;
if (func_800C56E0(&globalCtx->colCtx, &startPos, &endPos, &intersectionPos, &poly, true, false, false, true, &bgId,
&dynaActor->actor, 0.0f)) {
return false;
}
return true;
}

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@ -143,11 +143,11 @@ void BgCtowerGear_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
}
if (type == WATER_WHEEL) {
BcCheck3_BgActorInit(&this->dyna, 3);
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06018588);
DynaPolyActor_Init(&this->dyna, 3);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06018588);
} else if (type == ORGAN) {
BcCheck3_BgActorInit(&this->dyna, 0);
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06016E70);
DynaPolyActor_Init(&this->dyna, 0);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06016E70);
func_800C62BC(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
}

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@ -53,18 +53,18 @@ void BgCtowerRot_Init(Actor* thisx, GlobalContext* globalCtx) {
Vec3f offset;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
BcCheck3_BgActorInit(&this->dyna, 1);
DynaPolyActor_Init(&this->dyna, 1);
if (this->dyna.actor.params == CORRIDOR) {
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_060142E8);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_060142E8);
this->actionFunc = BgCtowerRot_CorridorRotate;
return;
}
player = GET_PLAYER(globalCtx);
if (this->dyna.actor.params == MAIN_DOOR) {
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06017410);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06017410);
this->dyna.actor.world.rot.y = this->dyna.actor.shape.rot.y + 0x4000;
} else {
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06017650);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06017650);
this->dyna.actor.world.rot.y = this->dyna.actor.shape.rot.y - 0x4000;
}
Actor_CalcOffsetOrientedToDrawRotation(&this->dyna.actor, &offset, &player->actor.world.pos);

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@ -36,7 +36,7 @@ void BgFuKaiten_Init(Actor* thisx, GlobalContext* globalCtx) {
CollisionHeader* header = 0;
Actor_SetScale(thisx, 1.0);
BcCheck3_BgActorInit(&THIS->bg, 3);
DynaPolyActor_Init(&THIS->bg, 3);
BgCheck_RelocateMeshHeader(&D_06002D30, &header);
THIS->bg.bgId = BgCheck_AddActorMesh(globalCtx, &globalCtx->colCtx.dyna, &THIS->bg, header);

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@ -51,8 +51,8 @@ void BgHakaCurtain_Init(Actor* thisx, GlobalContext* globalCtx) {
BgHakaCurtain* this = THIS;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
BcCheck3_BgActorInit(&this->dyna, 1);
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06001588);
DynaPolyActor_Init(&this->dyna, 1);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06001588);
if (Actor_GetRoomCleared(globalCtx, this->dyna.actor.room)) {
func_80B6DE80(this);
return;

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@ -47,8 +47,8 @@ void BgHakaTomb_Init(Actor* thisx, GlobalContext* globalCtx) {
BgHakaTomb* this = THIS;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
BcCheck3_BgActorInit(&this->dyna, 1);
BgCheck3_LoadMesh(globalCtx, &this->dyna, D_06000EE8);
DynaPolyActor_Init(&this->dyna, 1);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, D_06000EE8);
func_8013E3B8(&this->dyna.actor, this->cutscenes, ARRAY_COUNT(this->cutscenes));
func_80BD6624(this);
}

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@ -704,8 +704,8 @@ void BgHakuginPost_Init(Actor* thisx, GlobalContext* globalCtx) {
this->dyna.actor.world.rot.z = 0;
this->dyna.actor.shape.rot.x = 0;
this->dyna.actor.shape.rot.z = 0;
BcCheck3_BgActorInit(&this->dyna, 1);
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_0600D3B0);
DynaPolyActor_Init(&this->dyna, 1);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_0600D3B0);
func_80A9B3BC(this, globalCtx);
func_80A9CA94(this);
} else {

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@ -70,8 +70,8 @@ void BgIcicle_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 paramsMid;
Actor_ProcessInitChain(thisx, sInitChain);
BcCheck3_BgActorInit(&this->dyna, 0);
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06000294);
DynaPolyActor_Init(&this->dyna, 0);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06000294);
Collider_InitAndSetCylinder(globalCtx, &this->collider, thisx, &sCylinderInit);
Collider_UpdateCylinder(thisx, &this->collider);

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@ -67,8 +67,8 @@ void BgIkanaShutter_Init(Actor* thisx, GlobalContext* globalCtx) {
BgIkanaShutter* this = THIS;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
BcCheck3_BgActorInit(&this->dyna, 0);
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06000F28);
DynaPolyActor_Init(&this->dyna, 0);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06000F28);
if (!((this->dyna.actor.params >> 8) & 1)) {
if (BgIkanaShutter_AllSwitchesPressed(this, globalCtx)) {
func_80BD599C(this);

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@ -115,8 +115,8 @@ void BgIkninSusceil_Init(Actor* thisx, GlobalContext* globalCtx) {
BgIkninSusceil* this = THIS;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
BcCheck3_BgActorInit(&this->dyna, 1);
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_0600CBAC);
DynaPolyActor_Init(&this->dyna, 1);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_0600CBAC);
this->animatedTexture = Lib_SegmentedToVirtual(&D_0600C670);
func_80C0AC74(this);
}

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@ -74,7 +74,7 @@ void BgIknvObj_Init(Actor* thisx, GlobalContext* globalCtx) {
break;
case IKNV_OBJ_RAISED_DOOR:
this->displayListPtr = D_06011880;
BcCheck3_BgActorInit(&this->dyna, 0);
DynaPolyActor_Init(&this->dyna, 0);
BgCheck_RelocateMeshHeader(&D_060119D4, &colHeader);
this->dyna.bgId = BgCheck_AddActorMesh(globalCtx, &globalCtx->colCtx.dyna, &this->dyna, colHeader);
this->actionFunc = BgIknvObj_UpdateRaisedDoor;
@ -83,7 +83,7 @@ void BgIknvObj_Init(Actor* thisx, GlobalContext* globalCtx) {
case IKNV_OBJ_SAKON_DOOR:
this->displayListPtr = D_060129C8;
this->actionFunc = BgIknvObj_UpdateSakonDoor;
BcCheck3_BgActorInit(&this->dyna, 0);
DynaPolyActor_Init(&this->dyna, 0);
BgCheck_RelocateMeshHeader(&D_06012CA4, &colHeader);
this->dyna.bgId = BgCheck_AddActorMesh(globalCtx, &globalCtx->colCtx.dyna, &this->dyna, colHeader);
Collider_InitAndSetCylinder(globalCtx, &this->collider, &this->dyna.actor, &sCylinderInit);

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@ -158,8 +158,8 @@ void BgKin2Fence_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 i = 0;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
BcCheck3_BgActorInit(&this->dyna, 0);
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06000908);
DynaPolyActor_Init(&this->dyna, 0);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06000908);
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, &this->dyna.actor, &sJntSphInit, this->colliderElements);
Matrix_SetStateRotationAndTranslation(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y,

View File

@ -61,17 +61,17 @@ void BgLadder_Init(Actor* thisx, GlobalContext* globalCtx) {
// Has to be `thisx` instead of `&this->actor` to match
this->switchFlag = GET_BGLADDER_SWITCHFLAG(thisx);
thisx->params = GET_BGLADDER_SIZE(thisx);
BcCheck3_BgActorInit(&this->dyna, 0);
DynaPolyActor_Init(&this->dyna, 0);
size = thisx->params;
if (size == LADDER_SIZE_12RUNG) {
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_060001D8);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_060001D8);
} else if (size == LADDER_SIZE_16RUNG) {
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06000408);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06000408);
} else if (size == LADDER_SIZE_20RUNG) {
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06000638);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06000638);
} else if (size == LADDER_SIZE_24RUNG) {
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06000868);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06000868);
} else {
Actor_MarkForDeath(&this->dyna.actor);
return;

View File

@ -38,8 +38,8 @@ void BgLbfshot_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->dyna.actor.uncullZoneForward = 4000.0f;
BcCheck3_BgActorInit(&this->dyna, 1);
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_060014D8);
DynaPolyActor_Init(&this->dyna, 1);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_060014D8);
}
void BgLbfshot_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgLbfshot* this = THIS;

View File

@ -44,8 +44,8 @@ void BgLotus_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 sp2C;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
BcCheck3_BgActorInit(&this->dyna, 1);
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06000A20);
DynaPolyActor_Init(&this->dyna, 1);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06000A20);
this->dyna.actor.floorHeight =
func_800C411C(&globalCtx->colCtx, &thisx->floorPoly, &sp2C, &this->dyna.actor, &this->dyna.actor.world.pos);
this->timer2 = 96;
@ -93,7 +93,7 @@ void BgLotus_Wait(BgLotus* this, GlobalContext* globalCtx) {
} else {
this->dyna.actor.world.pos.y = this->height;
if (func_800CAF70(&this->dyna)) {
if (DynaPolyActor_IsInRidingMovingState(&this->dyna)) {
if (this->hasSpawnedRipples == 0) {
EffectSsGRipple_Spawn(globalCtx, &this->dyna.actor.world.pos, 1000, 1400, 0);
EffectSsGRipple_Spawn(globalCtx, &this->dyna.actor.world.pos, 1000, 1400, 8);

View File

@ -41,8 +41,8 @@ void BgMbarChair_Init(Actor* thisx, GlobalContext* globalCtx) {
BgMbarChair* this = THIS;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
BcCheck3_BgActorInit(&this->dyna, 0);
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_060019B4);
DynaPolyActor_Init(&this->dyna, 0);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_060019B4);
}
void BgMbarChair_Destroy(Actor* thisx, GlobalContext* globalCtx) {

View File

@ -78,8 +78,8 @@ void BgTobira01_Init(Actor* thisx, GlobalContext* globalCtx) {
BgTobira01* this = THIS;
s32 pad;
BcCheck3_BgActorInit(&this->dyna, 1);
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_060011C0);
DynaPolyActor_Init(&this->dyna, 1);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_060011C0);
gSaveContext.weekEventReg[88] &= (u8)~0x40;
Actor_SetScale(&this->dyna.actor, 1.0f);
this->timer2 = gSaveContext.isNight;

View File

@ -61,8 +61,8 @@ void DmChar07_Init(Actor* thisx, GlobalContext* globalCtx) {
if (this->dyna.actor.params == DMCHAR07_STAGE) {
Actor_SetScale(&this->dyna.actor, 0.1f);
this->isStage = 1;
BcCheck3_BgActorInit(&this->dyna, 0);
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06006688);
DynaPolyActor_Init(&this->dyna, 0);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06006688);
} else {
Actor_SetScale(&this->dyna.actor, 1.0f);
}

View File

@ -108,8 +108,8 @@ void EnDnb_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 i;
s16* alloc;
BcCheck3_BgActorInit(&this->dyna, 1);
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06004D8C);
DynaPolyActor_Init(&this->dyna, 1);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06004D8C);
alloc = (s16*)Lib_SegmentedToVirtual(D_06004710);
for (i = 0; i < ARRAY_COUNT(this->particles); i++) {

View File

@ -106,7 +106,7 @@ void EnEncount2_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
CollisionHeader* colHeader = NULL;
BcCheck3_BgActorInit(&this->dyna, 0);
DynaPolyActor_Init(&this->dyna, 0);
BgCheck_RelocateMeshHeader(&D_06002420, &colHeader);
this->dyna.bgId = BgCheck_AddActorMesh(globalCtx, &globalCtx->colCtx.dyna, &this->dyna, colHeader);
ActorShape_Init(&this->dyna.actor.shape, 0.0f, func_800B3FC0, 25.0f);

View File

@ -781,7 +781,8 @@ void func_80962F4C(EnFu* this, GlobalContext* globalCtx) {
func_801518B0(globalCtx, 0x288B, &this->actor);
}
if ((!func_800CAF94((DynaPolyActor*)this->actor.child) && (player->actor.bgCheckFlags & 1)) ||
if ((!DynaPolyActor_IsInRidingRotatingState((DynaPolyActor*)this->actor.child) &&
(player->actor.bgCheckFlags & 1)) ||
(gSaveContext.unk_3DE0[4] < 1) || (this->unk_548 == this->unk_54C)) {
player->stateFlags3 &= ~0x400000;
func_80961E88(globalCtx);

View File

@ -264,8 +264,8 @@ void func_80A35BD4(Actor* thisx, GlobalContext* globalCtx) {
void ObjBell_Init(Actor* thisx, GlobalContext* globalCtx) {
ObjBell* this = THIS;
BcCheck3_BgActorInit(&this->dyna, 0);
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06001BA8);
DynaPolyActor_Init(&this->dyna, 0);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06001BA8);
Actor_SetScale(&this->dyna.actor, 0.08f);
Collider_InitAndSetSphere(globalCtx, &this->collider1, &this->dyna.actor, &sCylinderInit1);
Collider_InitAndSetSphere(globalCtx, &this->collider2, &this->dyna.actor, &sCylinderInit2);

View File

@ -147,7 +147,7 @@ void ObjEtcetera_Idle(ObjEtcetera* this, GlobalContext* globalCtx) {
this->oscillationTimer = minOscillationTimer;
}
} else {
if (func_800CAF70(&this->dyna)) {
if (DynaPolyActor_IsInRidingMovingState(&this->dyna)) {
if (!(this->burrowFlag & 1)) {
// Player is walking onto the Deku Flower, or falling on it from a height
this->oscillationTimer = 10;
@ -175,7 +175,7 @@ void ObjEtcetera_Idle(ObjEtcetera* this, GlobalContext* globalCtx) {
}
void ObjEtcetera_PlaySmallFlutterAnimation(ObjEtcetera* this, GlobalContext* globalCtx) {
if (func_800CAF70(&this->dyna)) {
if (DynaPolyActor_IsInRidingMovingState(&this->dyna)) {
this->burrowFlag |= 1;
} else {
this->burrowFlag &= ~1;
@ -190,11 +190,11 @@ void ObjEtcetera_PlaySmallFlutterAnimation(ObjEtcetera* this, GlobalContext* glo
void ObjEtcetera_DoIntenseOscillation(ObjEtcetera* this, GlobalContext* globalCtx) {
// In order to match, we are seemingly required to access scale.x at one point
// without using this. We can create a thisx or dyna pointer to achieve that, but
// it's more likely they used dyna given that func_800CAF70 takes a DynaPolyActor.
// it's more likely they used dyna given that DynaPolyActor_IsInRidingMovingState takes a DynaPolyActor.
DynaPolyActor* dyna = &this->dyna;
f32 scaleTemp;
if (func_800CAF70(dyna)) {
if (DynaPolyActor_IsInRidingMovingState(dyna)) {
this->burrowFlag |= 1;
} else {
this->burrowFlag &= ~1;
@ -233,7 +233,7 @@ void ObjEtcetera_Setup(ObjEtcetera* this, GlobalContext* globalCtx) {
if (Object_IsLoaded(&globalCtx->objectCtx, this->objIndex)) {
this->dyna.actor.objBankIndex = this->objIndex;
Actor_SetObjectSegment(globalCtx, &this->dyna.actor);
BcCheck3_BgActorInit(&this->dyna, 1);
DynaPolyActor_Init(&this->dyna, 1);
thisCollisionHeader = collisionHeaders[type];
if (thisCollisionHeader != 0) {
BgCheck_RelocateMeshHeader(thisCollisionHeader, &colHeader);

View File

@ -87,12 +87,12 @@ void func_80B3C39C(ObjGhaka* this, GlobalContext* globalCtx) {
}
}
}
if (this->dyna.unk148 < 0.0f && !(gSaveContext.weekEventReg[20] & 0x20) &&
if (this->dyna.pushForce < 0.0f && !(gSaveContext.weekEventReg[20] & 0x20) &&
player->transformation == PLAYER_FORM_GORON) {
func_80B3C2B0(this);
} else {
player->stateFlags2 &= ~0x10;
this->dyna.unk148 = 0.0f;
this->dyna.pushForce = 0.0f;
}
}
@ -136,7 +136,7 @@ void func_80B3C624(ObjGhaka* this, GlobalContext* globalCtx) {
if (stepTemp) {
player->stateFlags2 &= ~0x10;
this->dyna.unk148 = 0.0f;
this->dyna.pushForce = 0.0f;
func_80B3C2C4(this, globalCtx);
gSaveContext.weekEventReg[20] |= 0x20;
func_80B3C260(this);
@ -153,7 +153,7 @@ void ObjGhaka_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_ProcessInitChain(&this->dyna.actor, D_80B3C96C);
Actor_SetScale(&this->dyna.actor, 0.1f);
BcCheck3_BgActorInit(&this->dyna, 1);
DynaPolyActor_Init(&this->dyna, 1);
BgCheck_RelocateMeshHeader(&D_06003CD0, &colHeader);
this->dyna.bgId = BgCheck_AddActorMesh(globalCtx, &globalCtx->colCtx.dyna, &this->dyna, colHeader);
Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 0x4);

View File

@ -78,7 +78,7 @@ void ObjHgdoor_Init(Actor* thisx, GlobalContext* globalCtx) {
CollisionHeader* header = NULL;
Actor_SetScale(&this->dyna.actor, 0.1f);
BcCheck3_BgActorInit(&this->dyna, 1);
DynaPolyActor_Init(&this->dyna, 1);
if (OBJHGDOOR_IS_RIGHT_DOOR(&this->dyna.actor)) {
BgCheck_RelocateMeshHeader(&D_06001D10, &header);
} else {

View File

@ -47,8 +47,8 @@ void ObjHsStump_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->isHidden = OBJHSSTUMP_GET_ISHIDDEN(thisx);
this->switchFlag = OBJHSSTUMP_GET_SWITCHFLAG(thisx); // Must be thisx to match
BcCheck3_BgActorInit(&this->dyna, 1);
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_060011B0);
DynaPolyActor_Init(&this->dyna, 1);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_060011B0);
switch (this->isHidden) {
case true:
if (Flags_GetSwitch(globalCtx, this->switchFlag)) {

View File

@ -40,8 +40,8 @@ void ObjKepnKoya_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
Actor_SetScale(&this->dyna.actor, 0.1f);
BcCheck3_BgActorInit(&this->dyna, 0);
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_0600805C);
DynaPolyActor_Init(&this->dyna, 0);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_0600805C);
if (this->dyna.bgId == 0x32) {
Actor_MarkForDeath(&this->dyna.actor);
}

View File

@ -149,10 +149,10 @@ void ObjKibako2_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
ObjKibako2Contents contents = KIBAKO2_CONTENTS(&this->dyna.actor);
BcCheck3_BgActorInit(&this->dyna, 0);
DynaPolyActor_Init(&this->dyna, 0);
Collider_InitCylinder(globalCtx, &this->collider);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06000B70);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06000B70);
Collider_SetCylinder(globalCtx, &this->collider, &this->dyna.actor, &sCylinderInit);
Collider_UpdateCylinder(&this->dyna.actor, &this->collider);
this->dyna.actor.home.rot.z = 0;

View File

@ -91,12 +91,12 @@ void ObjLightblock_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
Actor_SetScale(&this->dyna.actor, typeVars->scale);
BcCheck3_BgActorInit(&this->dyna, 0);
DynaPolyActor_Init(&this->dyna, 0);
Collider_InitCylinder(globalCtx, &this->collider);
if (Flags_GetSwitch(globalCtx, LIGHTBLOCK_DESTROYED(&this->dyna.actor))) {
Actor_MarkForDeath(&this->dyna.actor);
} else {
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06000B80);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06000B80);
Collider_SetCylinder(globalCtx, &this->collider, &this->dyna.actor, &sCylinderInit);
Collider_UpdateCylinder(&this->dyna.actor, &this->collider);
this->collider.dim.radius = typeVars->radius;

View File

@ -70,8 +70,8 @@ void ObjRaillift_Init(Actor* thisx, GlobalContext* globalCtx) {
thisx->world.rot.x = 0;
thisx->shape.rot.z = 0;
thisx->world.rot.z = 0;
BcCheck3_BgActorInit(&this->dyna, 1);
BgCheck3_LoadMesh(globalCtx, &this->dyna, sColHeaders[type]);
DynaPolyActor_Init(&this->dyna, 1);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, sColHeaders[type]);
this->speed = OBJRAILLIFT_GET_SPEED(thisx);
if (this->speed < 0.0f) {
this->speed = -this->speed;
@ -187,7 +187,7 @@ void ObjRaillift_Move(ObjRaillift* this, GlobalContext* globalCtx) {
Will teleport to what ever curpoint is set to
*/
void ObjRaillift_Teleport(ObjRaillift* this, GlobalContext* globalCtx) {
if (!func_800CAF70(&this->dyna)) {
if (!DynaPolyActor_IsInRidingMovingState(&this->dyna)) {
ObjRaillift_UpdatePosition(this, this->curPoint);
func_800C6314(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
this->actionFunc = ObjRaillift_Move;
@ -237,7 +237,7 @@ void ObjRaillift_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 requiredScopeTemp;
this->isWeightOnPrev = this->isWeightOn;
if (func_800CAF70(&this->dyna)) {
if (DynaPolyActor_IsInRidingMovingState(&this->dyna)) {
this->isWeightOn = true;
} else {
this->isWeightOn = false;

View File

@ -195,9 +195,9 @@ void ObjTokeiStep_Init(Actor* thisx, GlobalContext* globalCtx) {
ObjTokeiStep* this = THIS;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
BcCheck3_BgActorInit(&this->dyna, 0);
DynaPolyActor_Init(&this->dyna, 0);
if ((globalCtx->sceneNum == 0x6F) && (gSaveContext.sceneSetupIndex == 2) && (globalCtx->csCtx.unk_12 == 0)) {
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06000968);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06000968);
ObjTokeiStep_InitSteps(this);
ObjTokeiStep_SetupBeginOpen(this);
} else if (!((CURRENT_DAY != 3) || (gSaveContext.time >= 0x4000)) || gSaveContext.day >= 4) {
@ -205,7 +205,7 @@ void ObjTokeiStep_Init(Actor* thisx, GlobalContext* globalCtx) {
ObjTokeiStep_InitStepsOpen(this);
ObjTokeiStep_SetupDoNothingOpen(this);
} else {
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06000968);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06000968);
ObjTokeiStep_InitSteps(this);
ObjTokeiStep_SetupDoNothing(this);
}

View File

@ -40,8 +40,8 @@ void ObjVisiblock_Init(Actor* thisx, GlobalContext* globalCtx) {
ObjVisiblock* this = THIS;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
BcCheck3_BgActorInit(&this->dyna, 0);
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06000AD0);
DynaPolyActor_Init(&this->dyna, 0);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06000AD0);
}
void ObjVisiblock_Destroy(Actor* thisx, GlobalContext* globalCtx) {

View File

@ -366,7 +366,6 @@
0x800BFB80 : "z_bgcheck",
0x800CAAD0 : "z_bg_collect",
0x800CAE10 : "z_bg_item",
0x800CB000 : "code_800CB000",
0x800CB210 : "z_camera",
0x800E03A0 : "z_collision_btltbls",
0x800E0400 : "[PADDING]",
@ -592,7 +591,7 @@
0x801DC9D0 : "z_actor",
0x801DCBB0 : "z_actor_dlftbls",
0x801DCC00 : "z_bgcheck",
0x801DCDB0 : "code_800CB000",
0x801DCDB0 : "z_bg_item",
0x801DCDC0 : "z_camera",
0x801DD5C0 : "z_collision_check",
0x801DD600 : "z_debug_mode",

View File

@ -1096,22 +1096,22 @@
0x800CAC0C:("BgCheck2_UpdateActorYRotation",),
0x800CACA0:("BgCheck2_AttachToMesh",),
0x800CAD2C:("BgCheck2_UpdateActorAttachedToMesh",),
0x800CAE10:("BcCheck3_BgActorInit",),
0x800CAE34:("BgCheck3_LoadMesh",),
0x800CAE7C:("BgCheck3_ResetFlags",),
0x800CAE88:("func_800CAE88",),
0x800CAE9C:("func_800CAE9C",),
0x800CAEB0:("func_800CAEB0",),
0x800CAEE0:("func_800CAEE0",),
0x800CAEF4:("func_800CAEF4",),
0x800CAF24:("func_800CAF24",),
0x800CAF38:("func_800CAF38",),
0x800CAF4C:("func_800CAF4C",),
0x800CAF70:("func_800CAF70",),
0x800CAF94:("func_800CAF94",),
0x800CAFB8:("func_800CAFB8",),
0x800CAFDC:("func_800CAFDC",),
0x800CB000:("func_800CB000",),
0x800CAE10:("DynaPolyActor_Init",),
0x800CAE34:("DynaPolyActor_LoadMesh",),
0x800CAE7C:("DynaPolyActor_ResetState",),
0x800CAE88:("DynaPolyActor_SetRidingFallingState",),
0x800CAE9C:("DynaPolyActor_SetRidingMovingState",),
0x800CAEB0:("DynaPolyActor_SetRidingMovingStateByIndex",),
0x800CAEE0:("DynaPolyActor_SetRidingRotatingState",),
0x800CAEF4:("DynaPolyActor_SetRidingRotatingStateByIndex",),
0x800CAF24:("DynaPolyActor_SetSwitchPressedState",),
0x800CAF38:("DynaPolyActor_SetHeavySwitchPressedState",),
0x800CAF4C:("DynaPolyActor_IsInRidingFallingState",),
0x800CAF70:("DynaPolyActor_IsInRidingMovingState",),
0x800CAF94:("DynaPolyActor_IsInRidingRotatingState",),
0x800CAFB8:("DynaPolyActor_IsInSwitchPressedState",),
0x800CAFDC:("DynaPolyActor_IsInHeavySwitchPressedState",),
0x800CB000:("DynaPolyActor_ValidateMove",),
0x800CB210:("Camera_fabsf",),
0x800CB240:("Camera_LengthVec3f",),
0x800CB270:("func_800CB270",),

View File

@ -610,22 +610,22 @@ asm/non_matchings/code/z_bg_collect/BgCheck2_UpdateActorPosition.s,BgCheck2_Upda
asm/non_matchings/code/z_bg_collect/BgCheck2_UpdateActorYRotation.s,BgCheck2_UpdateActorYRotation,0x800CAC0C,0x25
asm/non_matchings/code/z_bg_collect/BgCheck2_AttachToMesh.s,BgCheck2_AttachToMesh,0x800CACA0,0x23
asm/non_matchings/code/z_bg_collect/BgCheck2_UpdateActorAttachedToMesh.s,BgCheck2_UpdateActorAttachedToMesh,0x800CAD2C,0x39
asm/non_matchings/code/z_bg_item/BcCheck3_BgActorInit.s,BcCheck3_BgActorInit,0x800CAE10,0x9
asm/non_matchings/code/z_bg_item/BgCheck3_LoadMesh.s,BgCheck3_LoadMesh,0x800CAE34,0x12
asm/non_matchings/code/z_bg_item/BgCheck3_ResetFlags.s,BgCheck3_ResetFlags,0x800CAE7C,0x3
asm/non_matchings/code/z_bg_item/func_800CAE88.s,func_800CAE88,0x800CAE88,0x5
asm/non_matchings/code/z_bg_item/func_800CAE9C.s,func_800CAE9C,0x800CAE9C,0x5
asm/non_matchings/code/z_bg_item/func_800CAEB0.s,func_800CAEB0,0x800CAEB0,0xC
asm/non_matchings/code/z_bg_item/func_800CAEE0.s,func_800CAEE0,0x800CAEE0,0x5
asm/non_matchings/code/z_bg_item/func_800CAEF4.s,func_800CAEF4,0x800CAEF4,0xC
asm/non_matchings/code/z_bg_item/func_800CAF24.s,func_800CAF24,0x800CAF24,0x5
asm/non_matchings/code/z_bg_item/func_800CAF38.s,func_800CAF38,0x800CAF38,0x5
asm/non_matchings/code/z_bg_item/func_800CAF4C.s,func_800CAF4C,0x800CAF4C,0x9
asm/non_matchings/code/z_bg_item/func_800CAF70.s,func_800CAF70,0x800CAF70,0x9
asm/non_matchings/code/z_bg_item/func_800CAF94.s,func_800CAF94,0x800CAF94,0x9
asm/non_matchings/code/z_bg_item/func_800CAFB8.s,func_800CAFB8,0x800CAFB8,0x9
asm/non_matchings/code/z_bg_item/func_800CAFDC.s,func_800CAFDC,0x800CAFDC,0x9
asm/non_matchings/code/code_800CB000/func_800CB000.s,func_800CB000,0x800CB000,0x84
asm/non_matchings/code/z_bg_item/DynaPoly_Init.s,DynaPoly_Init,0x800CAE10,0x9
asm/non_matchings/code/z_bg_item/DynaPoly_LoadMesh.s,DynaPoly_LoadMesh,0x800CAE34,0x12
asm/non_matchings/code/z_bg_item/DynaPoly_ResetState.s,DynaPoly_ResetState,0x800CAE7C,0x3
asm/non_matchings/code/z_bg_item/DynaPoly_SetRidingFallingState.s,DynaPoly_SetRidingFallingState,0x800CAE88,0x5
asm/non_matchings/code/z_bg_item/DynaPoly_SetRidingMovingState.s,DynaPoly_SetRidingMovingState,0x800CAE9C,0x5
asm/non_matchings/code/z_bg_item/DynaPoly_SetRidingMovingStateByIndex.s,DynaPoly_SetRidingMovingStateByIndex,0x800CAEB0,0xC
asm/non_matchings/code/z_bg_item/DynaPoly_SetRidingRotatingState.s,DynaPoly_SetRidingRotatingState,0x800CAEE0,0x5
asm/non_matchings/code/z_bg_item/DynaPoly_SetRidingRotatingStateByIndex.s,DynaPoly_SetRidingRotatingStateByIndex,0x800CAEF4,0xC
asm/non_matchings/code/z_bg_item/DynaPoly_SetSwitchPressedState.s,DynaPoly_SetSwitchPressedState,0x800CAF24,0x5
asm/non_matchings/code/z_bg_item/DynaPoly_SetHeavySwitchPressedState.s,DynaPoly_SetHeavySwitchPressedState,0x800CAF38,0x5
asm/non_matchings/code/z_bg_item/DynaPoly_IsInRidingFallingState.s,DynaPoly_IsInRidingFallingState,0x800CAF4C,0x9
asm/non_matchings/code/z_bg_item/DynaPoly_IsInRidingMovingState.s,DynaPoly_IsInRidingMovingState,0x800CAF70,0x9
asm/non_matchings/code/z_bg_item/DynaPoly_IsInRidingRotatingState.s,DynaPoly_IsInRidingRotatingState,0x800CAF94,0x9
asm/non_matchings/code/z_bg_item/DynaPoly_IsInSwitchPressedState.s,DynaPoly_IsInSwitchPressedState,0x800CAFB8,0x9
asm/non_matchings/code/z_bg_item/DynaPoly_IsInHeavySwitchPressedState.s,DynaPoly_IsInHeavySwitchPressedState,0x800CAFDC,0x9
asm/non_matchings/code/z_bg_item/DynaPoly_ValidateMove.s,DynaPoly_ValidateMove,0x800CB000,0x84
asm/non_matchings/code/z_camera/Camera_fabsf.s,Camera_fabsf,0x800CB210,0xC
asm/non_matchings/code/z_camera/Camera_LengthVec3f.s,Camera_LengthVec3f,0x800CB240,0xC
asm/non_matchings/code/z_camera/func_800CB270.s,func_800CB270,0x800CB270,0x30

1 asm/non_matchings/code/z_en_a_keep/EnAObj_Init.s EnAObj_Init 0x800A5AC0 0x2B
610 asm/non_matchings/code/z_bg_collect/BgCheck2_UpdateActorYRotation.s BgCheck2_UpdateActorYRotation 0x800CAC0C 0x25
611 asm/non_matchings/code/z_bg_collect/BgCheck2_AttachToMesh.s BgCheck2_AttachToMesh 0x800CACA0 0x23
612 asm/non_matchings/code/z_bg_collect/BgCheck2_UpdateActorAttachedToMesh.s BgCheck2_UpdateActorAttachedToMesh 0x800CAD2C 0x39
613 asm/non_matchings/code/z_bg_item/BcCheck3_BgActorInit.s asm/non_matchings/code/z_bg_item/DynaPoly_Init.s BcCheck3_BgActorInit DynaPoly_Init 0x800CAE10 0x9
614 asm/non_matchings/code/z_bg_item/BgCheck3_LoadMesh.s asm/non_matchings/code/z_bg_item/DynaPoly_LoadMesh.s BgCheck3_LoadMesh DynaPoly_LoadMesh 0x800CAE34 0x12
615 asm/non_matchings/code/z_bg_item/BgCheck3_ResetFlags.s asm/non_matchings/code/z_bg_item/DynaPoly_ResetState.s BgCheck3_ResetFlags DynaPoly_ResetState 0x800CAE7C 0x3
616 asm/non_matchings/code/z_bg_item/func_800CAE88.s asm/non_matchings/code/z_bg_item/DynaPoly_SetRidingFallingState.s func_800CAE88 DynaPoly_SetRidingFallingState 0x800CAE88 0x5
617 asm/non_matchings/code/z_bg_item/func_800CAE9C.s asm/non_matchings/code/z_bg_item/DynaPoly_SetRidingMovingState.s func_800CAE9C DynaPoly_SetRidingMovingState 0x800CAE9C 0x5
618 asm/non_matchings/code/z_bg_item/func_800CAEB0.s asm/non_matchings/code/z_bg_item/DynaPoly_SetRidingMovingStateByIndex.s func_800CAEB0 DynaPoly_SetRidingMovingStateByIndex 0x800CAEB0 0xC
619 asm/non_matchings/code/z_bg_item/func_800CAEE0.s asm/non_matchings/code/z_bg_item/DynaPoly_SetRidingRotatingState.s func_800CAEE0 DynaPoly_SetRidingRotatingState 0x800CAEE0 0x5
620 asm/non_matchings/code/z_bg_item/func_800CAEF4.s asm/non_matchings/code/z_bg_item/DynaPoly_SetRidingRotatingStateByIndex.s func_800CAEF4 DynaPoly_SetRidingRotatingStateByIndex 0x800CAEF4 0xC
621 asm/non_matchings/code/z_bg_item/func_800CAF24.s asm/non_matchings/code/z_bg_item/DynaPoly_SetSwitchPressedState.s func_800CAF24 DynaPoly_SetSwitchPressedState 0x800CAF24 0x5
622 asm/non_matchings/code/z_bg_item/func_800CAF38.s asm/non_matchings/code/z_bg_item/DynaPoly_SetHeavySwitchPressedState.s func_800CAF38 DynaPoly_SetHeavySwitchPressedState 0x800CAF38 0x5
623 asm/non_matchings/code/z_bg_item/func_800CAF4C.s asm/non_matchings/code/z_bg_item/DynaPoly_IsInRidingFallingState.s func_800CAF4C DynaPoly_IsInRidingFallingState 0x800CAF4C 0x9
624 asm/non_matchings/code/z_bg_item/func_800CAF70.s asm/non_matchings/code/z_bg_item/DynaPoly_IsInRidingMovingState.s func_800CAF70 DynaPoly_IsInRidingMovingState 0x800CAF70 0x9
625 asm/non_matchings/code/z_bg_item/func_800CAF94.s asm/non_matchings/code/z_bg_item/DynaPoly_IsInRidingRotatingState.s func_800CAF94 DynaPoly_IsInRidingRotatingState 0x800CAF94 0x9
626 asm/non_matchings/code/z_bg_item/func_800CAFB8.s asm/non_matchings/code/z_bg_item/DynaPoly_IsInSwitchPressedState.s func_800CAFB8 DynaPoly_IsInSwitchPressedState 0x800CAFB8 0x9
627 asm/non_matchings/code/z_bg_item/func_800CAFDC.s asm/non_matchings/code/z_bg_item/DynaPoly_IsInHeavySwitchPressedState.s func_800CAFDC DynaPoly_IsInHeavySwitchPressedState 0x800CAFDC 0x9
628 asm/non_matchings/code/code_800CB000/func_800CB000.s asm/non_matchings/code/z_bg_item/DynaPoly_ValidateMove.s func_800CB000 DynaPoly_ValidateMove 0x800CB000 0x84
629 asm/non_matchings/code/z_camera/Camera_fabsf.s Camera_fabsf 0x800CB210 0xC
630 asm/non_matchings/code/z_camera/Camera_LengthVec3f.s Camera_LengthVec3f 0x800CB240 0xC
631 asm/non_matchings/code/z_camera/func_800CB270.s func_800CB270 0x800CB270 0x30