mirror of https://github.com/zeldaret/mm.git
				
				
				
			
		
			
				
	
	
		
			723 lines
		
	
	
		
			39 KiB
		
	
	
	
		
			C
		
	
	
	
			
		
		
	
	
			723 lines
		
	
	
		
			39 KiB
		
	
	
	
		
			C
		
	
	
	
| #ifndef Z64COLLISION_CHECK_H
 | |
| #define Z64COLLISION_CHECK_H
 | |
| 
 | |
| #include "PR/ultratypes.h"
 | |
| #include "z64math.h"
 | |
| #include "unk.h"
 | |
| 
 | |
| struct Actor;
 | |
| struct PlayState;
 | |
| 
 | |
| typedef struct {
 | |
|     /* 0x00 */ struct Actor* actor; // Attached actor
 | |
|     /* 0x04 */ struct Actor* at; // Actor attached to what it collided with as an AT collider.
 | |
|     /* 0x08 */ struct Actor* ac; // Actor attached to what it collided with as an AC collider.
 | |
|     /* 0x0C */ struct Actor* oc; // Actor attached to what it collided with as an OC collider.
 | |
|     /* 0x10 */ u8 atFlags; // Information flags for AT collisions. 
 | |
|     /* 0x11 */ u8 acFlags; // Information flags for AC collisions.
 | |
|     /* 0x12 */ u8 ocFlags1; // Information flags for OC collisions.
 | |
|     /* 0x13 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
 | |
|     /* 0x14 */ u8 colMaterial; // Determines hitmarks and sound effects during AC collisions. See `ColliderMaterial` enum
 | |
|     /* 0x15 */ u8 shape; // See `ColliderShape` enum
 | |
| } Collider; // size = 0x18
 | |
| 
 | |
| typedef struct {
 | |
|     /* 0x0 */ u8 colMaterial; // Determines hitmarks and sound effects during AC collisions. See `ColliderMaterial` enum
 | |
|     /* 0x1 */ u8 atFlags; // Information flags for AT collisions. 
 | |
|     /* 0x2 */ u8 acFlags; // Information flags for AC collisions.
 | |
|     /* 0x3 */ u8 ocFlags1; // Information flags for OC collisions.
 | |
|     /* 0x4 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
 | |
|     /* 0x5 */ u8 shape; // See `ColliderShape` enum
 | |
| } ColliderInit; // size = 0x6
 | |
| 
 | |
| typedef struct {
 | |
|     /* 0x0 */ u8 colMaterial; // Determines hitmarks and sound effects during AC collisions. See `ColliderMaterial` enum
 | |
|     /* 0x1 */ u8 atFlags; // Information flags for AT collisions. 
 | |
|     /* 0x2 */ u8 acFlags; // Information flags for AC collisions.
 | |
|     /* 0x3 */ u8 ocFlags1; // Information flags for OC collisions.
 | |
|     /* 0x4 */ u8 shape; // See `ColliderShape` enum
 | |
| } ColliderInitType1; // size = 0x5
 | |
| 
 | |
| typedef struct {
 | |
|     /* 0x0 */ struct Actor* actor; // Attached actor
 | |
|     /* 0x4 */ u8 atFlags; // Information flags for AT collisions.
 | |
|     /* 0x5 */ u8 acFlags; // Information flags for AC collisions.
 | |
|     /* 0x6 */ u8 ocFlags1; // Information flags for OC collisions.
 | |
|     /* 0x7 */ u8 shape; // See `ColliderShape` enum
 | |
| } ColliderInitToActor; // size = 0x8
 | |
| 
 | |
| typedef struct {
 | |
|     /* 0x0 */ u32 dmgFlags; // Damage types dealt by this collider element as AT.
 | |
|     /* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
 | |
|     /* 0x5 */ u8 damage; // Damage or Stun Timer
 | |
| } ColliderElementDamageInfoAT; // size = 0x8
 | |
| 
 | |
| typedef struct {
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|     /* 0x0 */ u32 dmgFlags; // Damage types dealt by this collider element as AT.
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|     /* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
 | |
|     /* 0x5 */ u8 damage; // Damage or Stun Timer
 | |
| } ColliderElementDamageInfoATInit; // size = 0x8
 | |
| 
 | |
| typedef struct {
 | |
|     /* 0x0 */ u32 dmgFlags; // Bumper damage type flags.
 | |
|     /* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
 | |
|     /* 0x5 */ u8 defense; // Damage Resistance
 | |
|     /* 0x6 */ Vec3s hitPos; // Point of contact
 | |
| } ColliderElementDamageInfoAC; // size = 0xC
 | |
| 
 | |
| typedef struct {
 | |
|     /* 0x0 */ u32 dmgFlags; // Bumper exclusion mask
 | |
|     /* 0x4 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
 | |
|     /* 0x5 */ u8 defense; // Damage Resistance
 | |
| } ColliderElementDamageInfoACInit; // size = 0x8
 | |
| 
 | |
| typedef struct ColliderElement {
 | |
|     /* 0x00 */ ColliderElementDamageInfoAT atDmgInfo; // Damage properties when acting as an AT collider
 | |
|     /* 0x08 */ ColliderElementDamageInfoAC acDmgInfo; // Damage properties when acting as an AC collider
 | |
|     /* 0x14 */ u8 elemMaterial; // Affects sfx when attacked by Player, and interaction with hookshot and arrows. See `ElementMaterial` enum
 | |
|     /* 0x15 */ u8 atElemFlags; // Information flags for AT collisions
 | |
|     /* 0x16 */ u8 acElemFlags; // Information flags for AC collisions
 | |
|     /* 0x17 */ u8 ocElemFlags; // Information flags for OC collisions
 | |
|     /* 0x18 */ Collider* atHit; // object touching this element's AT collider
 | |
|     /* 0x1C */ Collider* acHit; // object touching this element's AC collider
 | |
|     /* 0x20 */ struct ColliderElement* atHitElem; // element that hit the AT collider
 | |
|     /* 0x24 */ struct ColliderElement* acHitElem; // element that hit the AC collider
 | |
| } ColliderElement; // size = 0x28
 | |
| 
 | |
| typedef struct {
 | |
|     /* 0x00 */ u8 elemMaterial; // Affects sfx when attacked by Player, and interaction with hookshot and arrows. See `ElementMaterial` enum
 | |
|     /* 0x04 */ ColliderElementDamageInfoATInit atDmgInfo; // Damage properties when acting as an AT collider
 | |
|     /* 0x0C */ ColliderElementDamageInfoACInit acDmgInfo; // Damage properties when acting as an AC collider
 | |
|     /* 0x14 */ u8 atElemFlags; // Information flags for AT collisions
 | |
|     /* 0x15 */ u8 acElemFlags; // Information flags for AC collisions
 | |
|     /* 0x16 */ u8 ocElemFlags; // Information flags for OC collisions
 | |
| } ColliderElementInit; // size = 0x18
 | |
| 
 | |
| /*
 | |
|  * JntSph - A collider made of sphere shaped elements. Each sphere can attach to a skeleton joint (limb).
 | |
|  */
 | |
| 
 | |
| // collider structs
 | |
| 
 | |
| typedef struct {
 | |
|     /* 0x00 */ Sphere16 modelSphere; // model space sphere
 | |
|     /* 0x08 */ Sphere16 worldSphere; // world space sphere
 | |
|     /* 0x10 */ f32 scale; // worldsphere = modelsphere * scale * 0.01
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|     /* 0x14 */ u8 limb; // attached limb
 | |
| } ColliderJntSphElementDim; // size = 0x18
 | |
| 
 | |
| typedef struct {
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|     /* 0x00 */ ColliderElement base;
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|     /* 0x28 */ ColliderJntSphElementDim dim;
 | |
| } ColliderJntSphElement; // size = 0x40
 | |
| 
 | |
| typedef struct {
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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
 | |
| 
 | |
| // init data structs
 | |
| 
 | |
| typedef struct {
 | |
|     /* 0x0 */ u8 limb; // attached limb
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|     /* 0x2 */ Sphere16 modelSphere; // model space sphere
 | |
|     /* 0xA */ s16 scale; // world space sphere = model * scale * 0.01
 | |
| } ColliderJntSphElementDimInit; // size = 0xC
 | |
| 
 | |
| typedef struct {
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|     /* 0x00 */ ColliderElementInit base;
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|     /* 0x18 */ ColliderJntSphElementDimInit dim;
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| } ColliderJntSphElementInit; // size = 0x24
 | |
| 
 | |
| typedef struct {
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|     /* 0x0 */ ColliderInit base;
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|     /* 0x8 */ s32 count;
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|     /* 0xC */ ColliderJntSphElementInit* elements;
 | |
| } ColliderJntSphInit; // size = 0x10
 | |
| 
 | |
| typedef struct {
 | |
|     /* 0x0 */ ColliderInitType1 base;
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|     /* 0x8 */ s32 count;
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|     /* 0xC */ ColliderJntSphElementInit* elements;
 | |
| } ColliderJntSphInitType1; // size = 0x10
 | |
| 
 | |
| typedef struct {
 | |
|     /* 0x0 */ ColliderInitToActor base;
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|     /* 0x8 */ s32 count;
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|     /* 0xC */ ColliderJntSphElementInit* elements;
 | |
| } ColliderJntSphInitToActor; // size = 0x10
 | |
| 
 | |
| /*
 | |
|  * Cylinder - A single cylinder shaped collider
 | |
|  */
 | |
| 
 | |
| // collider structs
 | |
| 
 | |
| typedef struct {
 | |
|     /* 0x00 */ Collider base;
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|     /* 0x18 */ ColliderElement elem;
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|     /* 0x40 */ Cylinder16 dim;
 | |
| } ColliderCylinder; // size = 0x4C
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| 
 | |
| // init data structs
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| 
 | |
| typedef struct {
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|     /* 0x00 */ ColliderInit base;
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|     /* 0x08 */ ColliderElementInit elem;
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|     /* 0x20 */ Cylinder16 dim;
 | |
| } ColliderCylinderInit; // size = 0x2C
 | |
| 
 | |
| typedef struct {
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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
 | |
| 
 | |
| typedef struct {
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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
 | |
| 
 | |
| /*
 | |
|  * Tris - A collider made of triangle shaped elements
 | |
|  */
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| 
 | |
| // collider structs
 | |
| 
 | |
| typedef struct {
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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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| 
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| typedef struct {
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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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| 
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| // init data structs
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| 
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| typedef struct {
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|     /* 0x00 */ Vec3f vtx[3];
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| } ColliderTrisElementDimInit; // size = 0x24
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| 
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| typedef struct {
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|     /* 0x00 */ ColliderElementInit base;
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|     /* 0x18 */ ColliderTrisElementDimInit dim;
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| } ColliderTrisElementInit; // size = 0x3C
 | |
| 
 | |
| typedef struct {
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|     /* 0x0 */ ColliderInit base;
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|     /* 0x8 */ s32 count;
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|     /* 0xC */ ColliderTrisElementInit* elements;
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| } ColliderTrisInit; // size = 0x10
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| 
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| typedef struct {
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|     /* 0x0 */ ColliderInitType1 base;
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|     /* 0x8 */ s32 count;
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|     /* 0xC */ ColliderTrisElementInit* elements;
 | |
| } ColliderTrisInitType1; // size = 0x10
 | |
| 
 | |
| /*
 | |
|  * Quad - A single quad shaped collider
 | |
|  */
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| 
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| // collider structs
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| 
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| typedef struct {
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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 acDist; // distance to nearest AC collision this frame.
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| } ColliderQuadDim; // size = 0x40
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| 
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| typedef struct {
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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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| 
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| // init data structs
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| 
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| typedef struct {
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|     /* 0x00 */ Vec3f quad[4];
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| } ColliderQuadDimInit; // size = 0x30
 | |
| 
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| typedef struct {
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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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| 
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| typedef struct {
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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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| /*
 | |
|  * Sphere - A single sphere shaped collider
 | |
|  */
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| 
 | |
| // collider structs
 | |
| 
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| typedef struct {
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|     /* 0x00 */ Collider base;
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|     /* 0x18 */ ColliderElement elem;
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|     /* 0x40 */ ColliderJntSphElementDim dim;
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| } ColliderSphere; // size = 0x58
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| 
 | |
| // init data structs
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| 
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| typedef struct {
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|     /* 0x00 */ ColliderInit base;
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|     /* 0x08 */ ColliderElementInit elem;
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|     /* 0x20 */ ColliderJntSphElementDimInit dim;
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| } ColliderSphereInit; // size = 0x2C
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| 
 | |
| /*
 | |
|  * Line collider
 | |
|  */
 | |
| 
 | |
| typedef struct {
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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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| 
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| typedef struct {
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|     /* 0x000 */ s16 colATCount;
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|     /* 0x002 */ u16 sacFlags; // Controls whether new collidors can be added or removed, or only swapped
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|     /* 0x004 */ Collider* colAT[50];
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|     /* 0x0CC */ s32 colACCount;
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|     /* 0x0D0 */ Collider* colAC[60];
 | |
|     /* 0x1C0 */ s32 colOCCount;
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|     /* 0x1C4 */ Collider* colOC[50];
 | |
|     /* 0x28C */ s32 colLineCount;
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|     /* 0x290 */ OcLine* colLine[3];
 | |
| } CollisionCheckContext; // size = 0x29C
 | |
| 
 | |
| typedef struct {
 | |
|     /* 0x0 */ u8 blood;
 | |
|     /* 0x1 */ u8 effect;
 | |
| } HitInfo; // size = 0x2
 | |
| 
 | |
| typedef enum {
 | |
|     /* 0 */ BLOOD_NONE,
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|     /* 1 */ BLOOD_BLUE,
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|     /* 2 */ BLOOD_GREEN,
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|     /* 3 */ BLOOD_WATER,
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|     /* 4 */ BLOOD_RED,
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|     /* 5 */ BLOOD_RED2
 | |
| } ColChkBloodType;
 | |
| 
 | |
| typedef enum {
 | |
|     /* 0 */ HIT_WHITE,
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|     /* 1 */ HIT_DUST,
 | |
|     /* 2 */ HIT_RED,
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|     /* 3 */ HIT_SOLID,
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|     /* 4 */ HIT_WOOD,
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|     /* 5 */ HIT_NONE
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| } ColChkHitType;
 | |
| 
 | |
| typedef enum {
 | |
|     /* 0 */ MASSTYPE_IMMOVABLE,
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|     /* 1 */ MASSTYPE_HEAVY,
 | |
|     /* 2 */ MASSTYPE_NORMAL
 | |
| } ColChkMassType;
 | |
| 
 | |
| typedef enum ColliderMaterial {
 | |
|     /*  0 */ COL_MATERIAL_HIT0, // Blue blood, white hitmark
 | |
|     /*  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
 | |
| } ColliderMaterial;
 | |
| 
 | |
| typedef enum {
 | |
|     /* 0 */ COLSHAPE_JNTSPH,
 | |
|     /* 1 */ COLSHAPE_CYLINDER,
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|     /* 2 */ COLSHAPE_TRIS,
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|     /* 3 */ COLSHAPE_QUAD,
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|     /* 4 */ COLSHAPE_SPHERE,
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|     /* 5 */ COLSHAPE_MAX
 | |
| } ColliderShape;
 | |
| 
 | |
| typedef enum ElementMaterial {
 | |
|     /* 0 */ ELEM_MATERIAL_UNK0,
 | |
|     /* 1 */ ELEM_MATERIAL_UNK1,
 | |
|     /* 2 */ ELEM_MATERIAL_UNK2,
 | |
|     /* 3 */ ELEM_MATERIAL_UNK3,
 | |
|     /* 4 */ ELEM_MATERIAL_UNK4,
 | |
|     /* 5 */ ELEM_MATERIAL_UNK5,
 | |
|     /* 6 */ ELEM_MATERIAL_UNK6,
 | |
|     /* 7 */ ELEM_MATERIAL_UNK7
 | |
| } ElementMaterial;
 | |
| 
 | |
| #define SAC_ON (1 << 0) // CollisionContext SAC Flag
 | |
| 
 | |
| #define AT_NONE 0 // No flags set. Cannot have AT collisions when set as AT
 | |
| #define AT_ON (1 << 0) // Can have AT collisions when set as AT
 | |
| #define AT_HIT (1 << 1) // Had an AT collision
 | |
| #define AT_BOUNCED (1 << 2) // Had an AT collision with an AC_HARD collider
 | |
| #define AT_TYPE_PLAYER (1 << 3) // Has player-aligned damage
 | |
| #define AT_TYPE_ENEMY (1 << 4) // Has enemy-aligned damage
 | |
| #define AT_TYPE_OTHER (1 << 5) // Has non-aligned damage
 | |
| #define AT_SELF (1 << 6) // Can have AT collisions with colliders attached to the same actor
 | |
| #define AT_TYPE_ALL (AT_TYPE_PLAYER | AT_TYPE_ENEMY | AT_TYPE_OTHER) // Has all three damage alignments
 | |
| 
 | |
| #define AC_NONE 0 // No flags set. Cannot have AC collisions when set as AC
 | |
| #define AC_ON (1 << 0) // Can have AC collisions when set as AC
 | |
| #define AC_HIT (1 << 1) // Had an AC collision
 | |
| #define AC_HARD (1 << 2) // Causes AT colliders to bounce off it
 | |
| #define AC_TYPE_PLAYER AT_TYPE_PLAYER // Takes player-aligned damage
 | |
| #define AC_TYPE_ENEMY AT_TYPE_ENEMY // Takes enemy-aligned damage
 | |
| #define AC_TYPE_OTHER AT_TYPE_OTHER // Takes non-aligned damage
 | |
| #define AC_NO_DAMAGE (1 << 6) // Collider does not take damage
 | |
| #define AC_BOUNCED (1 << 7) // Caused an AT collider to bounce off it
 | |
| #define AC_TYPE_ALL (AC_TYPE_PLAYER | AC_TYPE_ENEMY | AC_TYPE_OTHER) // Takes damage from all three alignments
 | |
| 
 | |
| #define OC1_NONE 0 // No flags set. Cannot have OC collisions when set as OC
 | |
| #define OC1_ON (1 << 0) // Can have OC collisions when set as OC
 | |
| #define OC1_HIT (1 << 1) // Had an OC collision
 | |
| #define OC1_NO_PUSH (1 << 2) // Does not push other colliders away during OC collisions
 | |
| #define OC1_TYPE_PLAYER (1 << 3) // Can have OC collisions with OC type player
 | |
| #define OC1_TYPE_1 (1 << 4) // Can have OC collisions with OC type 1
 | |
| #define OC1_TYPE_2 (1 << 5) // Can have OC collisions with OC type 2
 | |
| #define OC1_TYPE_ALL (OC1_TYPE_PLAYER | OC1_TYPE_1 | OC1_TYPE_2) // Can have collisions with all three OC types
 | |
| 
 | |
| #define OC2_NONE 0 // No flags set. Has no OC type
 | |
| #define OC2_HIT_PLAYER (1 << 0) // Had an OC collision with OC type player
 | |
| #define OC2_UNK1 (1 << 1) // Prevents OC collisions with OC2_UNK2. Some horses and toki_sword have it.
 | |
| #define OC2_UNK2 (1 << 2) // Prevents OC collisions with OC2_UNK1. Nothing has it.
 | |
| #define OC2_TYPE_PLAYER OC1_TYPE_PLAYER // Has OC type player
 | |
| #define OC2_TYPE_1 OC1_TYPE_1 // Has OC type 1
 | |
| #define OC2_TYPE_2 OC1_TYPE_2 // Has OC type 2
 | |
| #define OC2_FIRST_ONLY (1 << 6) // Skips AC checks on elements after the first collision. Only used by Ganon
 | |
| 
 | |
| #define ATELEM_NONE 0 // No flags set. Cannot have AT collisions
 | |
| #define ATELEM_ON (1 << 0) // Can have AT collisions
 | |
| #define ATELEM_HIT (1 << 1) // Had an AT collision
 | |
| #define ATELEM_NEAREST (1 << 2) // If a Quad, only collides with the closest AC element
 | |
| #define ATELEM_SFX_NORMAL (0 << 3) // Hit sound effect based on AC collider's type
 | |
| #define ATELEM_SFX_HARD (1 << 3) // Always uses hard deflection sound
 | |
| #define ATELEM_SFX_WOOD (2 << 3) // Always uses wood deflection sound
 | |
| #define ATELEM_SFX_NONE (3 << 3) // No hit sound effect
 | |
| #define ATELEM_AT_HITMARK (1 << 5) // Draw hitmarks for every AT collision
 | |
| #define ATELEM_DREW_HITMARK (1 << 6) // Already drew hitmark for this frame
 | |
| #define ATELEM_UNK7 (1 << 7) // Unknown purpose. Used by some enemy quads
 | |
| 
 | |
| #define ACELEM_NONE 0 // No flags set. Cannot have AC collisions
 | |
| #define ACELEM_ON (1 << 0) // Can have AC collisions
 | |
| #define ACELEM_HIT (1 << 1) // Had an AC collision
 | |
| #define ACELEM_HOOKABLE (1 << 2) // Can be hooked if actor has hookability flags set.
 | |
| #define ACELEM_NO_AT_INFO (1 << 3) // Does not give its info to the AT collider that hit it.
 | |
| #define ACELEM_NO_DAMAGE (1 << 4) // Does not take damage.
 | |
| #define ACELEM_NO_SWORD_SFX (1 << 5) // Does not have a sound when hit by player-attached AT colliders.
 | |
| #define ACELEM_NO_HITMARK (1 << 6) // Skips hit effects.
 | |
| #define ACELEM_DRAW_HITMARK (1 << 7) // Draw hitmark for AC collision this frame.
 | |
| 
 | |
| #define OCELEM_NONE 0 // No flags set. Cannot have OC collisions
 | |
| #define OCELEM_ON (1 << 0) // Can have OC collisions
 | |
| #define OCELEM_HIT (1 << 1) // Had an OC collision
 | |
| #define OCELEM_UNK2 (1 << 2) // Unknown purpose.
 | |
| #define OCELEM_UNK3 (1 << 3) // Unknown purpose. Used by Dead Hand element 0 and Dodongo element 5
 | |
| 
 | |
| #define OCLINE_NONE 0 // Did not have an OcLine collision
 | |
| #define OCLINE_HIT (1 << 0) // Had an OcLine collision
 | |
| 
 | |
| #define DMG_ENTRY(damage, effect) ((damage) | ((effect) << 4))
 | |
| 
 | |
| // Don't use combinations of these flags in code until we figure out how we want to format them.
 | |
| // It's okay to use these flags if the code is only checking a single flag, though.
 | |
| #define DMG_DEKU_NUT       (1 << 0x00)
 | |
| #define DMG_DEKU_STICK     (1 << 0x01)
 | |
| #define DMG_HORSE_TRAMPLE  (1 << 0x02)
 | |
| #define DMG_EXPLOSIVES     (1 << 0x03)
 | |
| #define DMG_ZORA_BOOMERANG (1 << 0x04)
 | |
| #define DMG_NORMAL_ARROW   (1 << 0x05)
 | |
| #define DMG_UNK_0x06       (1 << 0x06)
 | |
| #define DMG_HOOKSHOT       (1 << 0x07)
 | |
| #define DMG_GORON_PUNCH    (1 << 0x08)
 | |
| #define DMG_SWORD          (1 << 0x09)
 | |
| #define DMG_GORON_POUND    (1 << 0x0A)
 | |
| #define DMG_FIRE_ARROW     (1 << 0x0B)
 | |
| #define DMG_ICE_ARROW      (1 << 0x0C)
 | |
| #define DMG_LIGHT_ARROW    (1 << 0x0D)
 | |
| #define DMG_GORON_SPIKES   (1 << 0x0E)
 | |
| #define DMG_DEKU_SPIN      (1 << 0x0F)
 | |
| #define DMG_DEKU_BUBBLE    (1 << 0x10)
 | |
| #define DMG_DEKU_LAUNCH    (1 << 0x11)
 | |
| #define DMG_UNK_0x12       (1 << 0x12)
 | |
| #define DMG_ZORA_BARRIER   (1 << 0x13)
 | |
| #define DMG_NORMAL_SHIELD  (1 << 0x14)
 | |
| #define DMG_LIGHT_RAY      (1 << 0x15)
 | |
| #define DMG_THROWN_OBJECT  (1 << 0x16)
 | |
| #define DMG_ZORA_PUNCH     (1 << 0x17)
 | |
| #define DMG_SPIN_ATTACK    (1 << 0x18)
 | |
| #define DMG_SWORD_BEAM     (1 << 0x19)
 | |
| #define DMG_NORMAL_ROLL    (1 << 0x1A)
 | |
| #define DMG_UNK_0x1B       (1 << 0x1B)
 | |
| #define DMG_UNK_0x1C       (1 << 0x1C)
 | |
| #define DMG_UNBLOCKABLE    (1 << 0x1D)
 | |
| #define DMG_UNK_0x1E       (1 << 0x1E)
 | |
| #define DMG_POWDER_KEG     (1 << 0x1F)
 | |
| 
 | |
| typedef struct DamageTable {
 | |
|     /* 0x00 */ u8 attack[32];
 | |
| } DamageTable; // size = 0x20
 | |
| 
 | |
| typedef struct CollisionCheckInfoInit {
 | |
|     /* 0x0 */ u8 health;
 | |
|     /* 0x2 */ s16 cylRadius;
 | |
|     /* 0x4 */ s16 cylHeight;
 | |
|     /* 0x6 */ u8 mass;
 | |
| } CollisionCheckInfoInit; // size = 0x8
 | |
| 
 | |
| typedef struct CollisionCheckInfoInit2 {
 | |
|     /* 0x0 */ u8 health;
 | |
|     /* 0x2 */ s16 cylRadius;
 | |
|     /* 0x4 */ s16 cylHeight;
 | |
|     /* 0x6 */ s16 cylYShift;
 | |
|     /* 0x8 */ u8 mass;
 | |
| } CollisionCheckInfoInit2; // size = 0xC
 | |
| 
 | |
| typedef struct CollisionCheckInfo {
 | |
|     /* 0x00 */ DamageTable* damageTable;
 | |
|     /* 0x04 */ Vec3f displacement;
 | |
|     /* 0x10 */ s16 cylRadius;
 | |
|     /* 0x12 */ s16 cylHeight;
 | |
|     /* 0x14 */ s16 cylYShift;
 | |
|     /* 0x16 */ u8 mass;
 | |
|     /* 0x17 */ u8 health;
 | |
|     /* 0x18 */ u8 damage;
 | |
|     /* 0x19 */ u8 damageEffect;
 | |
|     /* 0x1A */ u8 atHitEffect;
 | |
|     /* 0x1B */ u8 acHitEffect;
 | |
| } CollisionCheckInfo; // size = 0x1C
 | |
| 
 | |
| 
 | |
| DamageTable* DamageTable_Get(s32 index);
 | |
| void DamageTable_Clear(DamageTable* damageTable);
 | |
| f32 CollisionCheck_GetDamageAndEffectOnElementAC(Collider* atCol, ColliderElement* atElem, Collider* acCol, ColliderElement* acElem, u32* effect);
 | |
| f32 CollisionCheck_ApplyElementATDefense(f32 damage, ColliderElement* acElem);
 | |
| s32 CollisionCheck_GetElementATDamage(Collider* atCol, ColliderElement* atElem, Collider* acCol, ColliderElement* acElem);
 | |
| s32 Collider_InitBase(struct PlayState* play, Collider* col);
 | |
| s32 Collider_DestroyBase(struct PlayState* play, Collider* collider);
 | |
| s32 Collider_SetBaseToActor(struct PlayState* play, Collider* col, ColliderInitToActor* src);
 | |
| s32 Collider_SetBaseType1(struct PlayState* play, Collider* col, struct Actor* actor, ColliderInitType1* src);
 | |
| s32 Collider_SetBase(struct PlayState* play, Collider* col, struct Actor* actor, ColliderInit* src);
 | |
| void Collider_ResetATBase(struct PlayState* play, Collider* col);
 | |
| void Collider_ResetACBase(struct PlayState* play, Collider* col);
 | |
| void Collider_ResetOCBase(struct PlayState* play, Collider* col);
 | |
| s32 Collider_InitElementDamageInfoAT(struct PlayState* play, ColliderElementDamageInfoAT* atDmgInfo);
 | |
| s32 Collider_DestroyElementDamageInfoAT(struct PlayState* play, ColliderElementDamageInfoAT* atDmgInfo);
 | |
| s32 Collider_SetElementDamageInfoAT(struct PlayState* play, ColliderElementDamageInfoAT* dest, ColliderElementDamageInfoATInit* src);
 | |
| void Collider_ResetATElementUnk(struct PlayState* play, ColliderElement* elem);
 | |
| s32 Collider_InitElementDamageInfoAC(struct PlayState* play, ColliderElementDamageInfoAC* acDmgInfo);
 | |
| s32 Collider_DestroyElementDamageInfoAC(struct PlayState* play, ColliderElementDamageInfoAC* acDmgInfo);
 | |
| s32 Collider_SetElementDamageInfoAC(struct PlayState* play, ColliderElementDamageInfoAC* dest, ColliderElementDamageInfoACInit* src);
 | |
| s32 Collider_InitElement(struct PlayState* play, ColliderElement* elem);
 | |
| s32 Collider_DestroyElement(struct PlayState* play, ColliderElement* elem);
 | |
| s32 Collider_SetElement(struct PlayState* play, ColliderElement* elem, ColliderElementInit* elemInit);
 | |
| void Collider_ResetATElement(struct PlayState* play, ColliderElement* elem);
 | |
| void Collider_ResetACElement(struct PlayState* play, ColliderElement* elem);
 | |
| void Collider_ResetOCElement(struct PlayState* play, ColliderElement* elem);
 | |
| s32 Collider_InitJntSphElementDim(struct PlayState* play, ColliderJntSphElementDim* dim);
 | |
| s32 Collider_DestroyJntSphElementDim(struct PlayState* play, ColliderJntSphElementDim* dim);
 | |
| s32 Collider_SetJntSphElementDim(struct PlayState* play, ColliderJntSphElementDim* dest, ColliderJntSphElementDimInit* src);
 | |
| s32 Collider_InitJntSphElement(struct PlayState* play, ColliderJntSphElement* jntSphElem);
 | |
| s32 Collider_DestroyJntSphElement(struct PlayState* play, ColliderJntSphElement* jntSphElem);
 | |
| s32 Collider_SetJntSphElement(struct PlayState* play, ColliderJntSphElement* dest, ColliderJntSphElementInit* src);
 | |
| s32 Collider_ResetJntSphElementAT(struct PlayState* play, ColliderJntSphElement* jntSphElem);
 | |
| s32 Collider_ResetJntSphElementAC(struct PlayState* play, ColliderJntSphElement* jntSphElem);
 | |
| s32 Collider_ResetJntSphElementOC(struct PlayState* play, ColliderJntSphElement* jntSphElem);
 | |
| s32 Collider_InitJntSph(struct PlayState* play, ColliderJntSph* jntSph);
 | |
| s32 Collider_FreeJntSph(struct PlayState* play, ColliderJntSph* jntSph);
 | |
| s32 Collider_DestroyJntSph(struct PlayState* play, ColliderJntSph* jntSph);
 | |
| s32 Collider_SetJntSphToActor(struct PlayState* play, ColliderJntSph* dest, ColliderJntSphInitToActor* src);
 | |
| s32 Collider_SetJntSphAllocType1(struct PlayState* play, ColliderJntSph* dest, struct Actor* actor, ColliderJntSphInitType1* src);
 | |
| s32 Collider_SetJntSph(struct PlayState* play, ColliderJntSph* dest, struct Actor* actor, ColliderJntSphInit* src, ColliderJntSphElement* jntSphElements);
 | |
| s32 Collider_InitAndSetJntSph(struct PlayState* play, ColliderJntSph* dest, struct Actor* actor, ColliderJntSphInit* src, ColliderJntSphElement* jntSphElements);
 | |
| s32 Collider_ResetJntSphAT(struct PlayState* play, Collider* col);
 | |
| s32 Collider_ResetJntSphAC(struct PlayState* play, Collider* col);
 | |
| s32 Collider_ResetJntSphOC(struct PlayState* play, Collider* col);
 | |
| s32 Collider_InitCylinderDim(struct PlayState* play, Cylinder16* dim);
 | |
| s32 Collider_DestroyCylinderDim(struct PlayState* play, Cylinder16* dim);
 | |
| s32 Collider_SetCylinderDim(struct PlayState* play, Cylinder16* dim, Cylinder16* src);
 | |
| s32 Collider_InitCylinder(struct PlayState* play, ColliderCylinder* cyl);
 | |
| s32 Collider_DestroyCylinder(struct PlayState* play, ColliderCylinder* cyl);
 | |
| s32 Collider_SetCylinderToActor(struct PlayState* play, ColliderCylinder* dest, ColliderCylinderInitToActor* src);
 | |
| s32 Collider_SetCylinderType1(struct PlayState* play, ColliderCylinder* dest, struct Actor* actor, ColliderCylinderInitType1* src);
 | |
| s32 Collider_SetCylinder(struct PlayState* play, ColliderCylinder* dest, struct Actor* actor, ColliderCylinderInit* src);
 | |
| s32 Collider_InitAndSetCylinder(struct PlayState* play, ColliderCylinder* dest, struct Actor* actor, ColliderCylinderInit* src);
 | |
| s32 Collider_ResetCylinderAT(struct PlayState* play, Collider* col);
 | |
| s32 Collider_ResetCylinderAC(struct PlayState* play, Collider* col);
 | |
| s32 Collider_ResetCylinderOC(struct PlayState* play, Collider* col);
 | |
| s32 Collider_InitTrisElementDim(struct PlayState* play, TriNorm* dim);
 | |
| s32 Collider_DestroyTrisElementDim(struct PlayState* play, TriNorm* dim);
 | |
| s32 Collider_SetTrisElementDim(struct PlayState* play, TriNorm* dest, ColliderTrisElementDimInit* src);
 | |
| s32 Collider_InitTrisElement(struct PlayState* play, ColliderTrisElement* trisElem);
 | |
| s32 Collider_DestroyTrisElement(struct PlayState* play, ColliderTrisElement* trisElem);
 | |
| s32 Collider_SetTrisElement(struct PlayState* play, ColliderTrisElement* dest, ColliderTrisElementInit* src);
 | |
| s32 Collider_ResetTrisElementAT(struct PlayState* play, ColliderTrisElement* trisElem);
 | |
| s32 Collider_ResetTrisElementAC(struct PlayState* play, ColliderTrisElement* trisElem);
 | |
| s32 Collider_ResetTrisElementOC(struct PlayState* play, ColliderTrisElement* trisElem);
 | |
| s32 Collider_InitTris(struct PlayState* play, ColliderTris* tris);
 | |
| s32 Collider_FreeTris(struct PlayState* play, ColliderTris* tris);
 | |
| s32 Collider_DestroyTris(struct PlayState* play, ColliderTris* tris);
 | |
| s32 Collider_SetTrisAllocType1(struct PlayState* play, ColliderTris* dest, struct Actor* actor, ColliderTrisInitType1* src);
 | |
| s32 Collider_SetTris(struct PlayState* play, ColliderTris* dest, struct Actor* actor, ColliderTrisInit* src, ColliderTrisElement* trisElements);
 | |
| s32 Collider_InitAndSetTris(struct PlayState* play, ColliderTris* dest, struct Actor* actor, ColliderTrisInit* src, ColliderTrisElement* trisElements);
 | |
| s32 Collider_ResetTrisAT(struct PlayState* play, Collider* col);
 | |
| s32 Collider_ResetTrisAC(struct PlayState* play, Collider* col);
 | |
| s32 Collider_ResetTrisOC(struct PlayState* play, Collider* col);
 | |
| s32 Collider_InitQuadDim(struct PlayState* play, ColliderQuadDim* dim);
 | |
| s32 Collider_DestroyQuadDim(struct PlayState* play, ColliderQuadDim* dim);
 | |
| s32 Collider_ResetQuadACDist(struct PlayState* play, ColliderQuadDim* dim);
 | |
| void Collider_SetQuadMidpoints(ColliderQuadDim* dim);
 | |
| s32 Collider_SetQuadDim(struct PlayState* play, ColliderQuadDim* dest, ColliderQuadDimInit* src);
 | |
| s32 Collider_InitQuad(struct PlayState* play, ColliderQuad* quad);
 | |
| s32 Collider_DestroyQuad(struct PlayState* play, ColliderQuad* quad);
 | |
| s32 Collider_SetQuadType1(struct PlayState* play, ColliderQuad* dest, struct Actor* actor, ColliderQuadInitType1* src);
 | |
| s32 Collider_SetQuad(struct PlayState* play, ColliderQuad* dest, struct Actor* actor, ColliderQuadInit* src);
 | |
| s32 Collider_InitAndSetQuad(struct PlayState* play, ColliderQuad* dest, struct Actor* actor, ColliderQuadInit* src);
 | |
| s32 Collider_ResetQuadAT(struct PlayState* play, Collider* col);
 | |
| s32 Collider_ResetQuadAC(struct PlayState* play, Collider* col);
 | |
| s32 Collider_ResetQuadOC(struct PlayState* play, Collider* col);
 | |
| s32 Collider_QuadSetNearestAC(struct PlayState* play, ColliderQuad* quad, Vec3f* hitPos);
 | |
| s32 Collider_InitSphere(struct PlayState* play, ColliderSphere* sph);
 | |
| s32 Collider_DestroySphere(struct PlayState* play, ColliderSphere* sph);
 | |
| s32 Collider_SetSphere(struct PlayState* play, ColliderSphere* dest, struct Actor* actor, ColliderSphereInit* src);
 | |
| s32 Collider_InitAndSetSphere(struct PlayState* play, ColliderSphere* dest, struct Actor* actor, ColliderSphereInit* src);
 | |
| s32 Collider_ResetSphereAT(struct PlayState* play, Collider* col);
 | |
| s32 Collider_ResetSphereAC(struct PlayState* play, Collider* col);
 | |
| s32 Collider_ResetSphereOC(struct PlayState* play, Collider* col);
 | |
| s32 Collider_InitLine(struct PlayState* play, OcLine* line);
 | |
| s32 Collider_DestroyLine(struct PlayState* play, OcLine* line);
 | |
| s32 Collider_SetLinePoints(struct PlayState* play, OcLine* line, Vec3f* a, Vec3f* b);
 | |
| s32 Collider_SetLine(struct PlayState* play, OcLine* dst, OcLine* src);
 | |
| s32 Collider_ResetLineOC(struct PlayState* play, OcLine* line);
 | |
| void CollisionCheck_InitContext(struct PlayState* play, CollisionCheckContext* colChkCtx);
 | |
| void CollisionCheck_DestroyContext(struct PlayState* play, CollisionCheckContext* colCtxt);
 | |
| void CollisionCheck_ClearContext(struct PlayState* play, CollisionCheckContext* colChkCtx);
 | |
| void CollisionCheck_EnableSAC(struct PlayState* play, CollisionCheckContext* colChkCtx);
 | |
| void CollisionCheck_DisableSAC(struct PlayState* play, CollisionCheckContext* colChkCtx);
 | |
| s32 CollisionCheck_SetAT(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col);
 | |
| s32 CollisionCheck_SetAT_SAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col, s32 index);
 | |
| s32 CollisionCheck_SetAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col);
 | |
| s32 CollisionCheck_SetAC_SAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col, s32 index);
 | |
| s32 CollisionCheck_SetOC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col);
 | |
| s32 CollisionCheck_SetOC_SAC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col, s32 index);
 | |
| s32 CollisionCheck_SetOCLine(struct PlayState* play, CollisionCheckContext* colChkCtx, OcLine* line);
 | |
| s32 CollisionCheck_IsElementNotAT(ColliderElement* elem);
 | |
| s32 CollisionCheck_IsElementNotAC(ColliderElement* elem);
 | |
| s32 CollisionCheck_NoSharedFlags(ColliderElement* atElem, ColliderElement* acElem);
 | |
| void CollisionCheck_NoBlood(struct PlayState* play, Collider* collider, Vec3f* v);
 | |
| void CollisionCheck_BlueBlood(struct PlayState* play, Collider* collider, Vec3f* v);
 | |
| void CollisionCheck_GreenBlood(struct PlayState* play, Collider* collider, Vec3f* v);
 | |
| void CollisionCheck_WaterBurst(struct PlayState* play, Collider* collider, Vec3f* v);
 | |
| void CollisionCheck_RedBlood(struct PlayState* play, Collider* collider, Vec3f* v);
 | |
| void CollisionCheck_RedBloodUnused(struct PlayState* play, Collider* collider, Vec3f* v);
 | |
| void CollisionCheck_HitSolid(struct PlayState* play, ColliderElement* elem, Collider* col, Vec3f* hitPos);
 | |
| s32 CollisionCheck_SwordHitAudio(Collider* at, ColliderElement* acElem);
 | |
| void CollisionCheck_HitEffects(struct PlayState* play, Collider* at, ColliderElement* atElem, Collider* ac, ColliderElement* acElem, Vec3f* hitPos);
 | |
| void CollisionCheck_SetBounce(Collider* at, Collider* ac);
 | |
| s32 CollisionCheck_SetATvsAC(struct PlayState* play, Collider* atCol, ColliderElement* atElem, Vec3f* atPos, Collider* acCol, ColliderElement* acElem, Vec3f* acPos, Vec3f* hitPos);
 | |
| void CollisionCheck_TrisAvgPoint(ColliderTrisElement* trisElem, Vec3f* avg);
 | |
| void CollisionCheck_QuadAvgPoint(ColliderQuad* quad, Vec3f* avg);
 | |
| void CollisionCheck_AC_JntSphVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_JntSphVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_JntSphVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_JntSphVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_JntSphVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_CylVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_CylVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_CylVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_CylVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_CylVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_TrisVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_TrisVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_TrisVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_TrisVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_TrisVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_QuadVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_QuadVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_QuadVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_QuadVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_QuadVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_SphereVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_SphereVsCylinder(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_SphereVsTris(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_SphereVsQuad(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_AC_SphereVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* atCol, Collider* acCol);
 | |
| void CollisionCheck_SetJntSphHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* col);
 | |
| void CollisionCheck_SetCylHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* col);
 | |
| void CollisionCheck_SetTrisHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* col);
 | |
| void CollisionCheck_SetQuadHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* col);
 | |
| void CollisionCheck_SetSphereHitFX(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* col);
 | |
| void CollisionCheck_SetHitEffects(struct PlayState* play, CollisionCheckContext* colChkCtx);
 | |
| void CollisionCheck_AC(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol);
 | |
| void CollisionCheck_AT(struct PlayState* play, CollisionCheckContext* colChkCtx);
 | |
| s32 CollisionCheck_GetMassType(u8 mass);
 | |
| void CollisionCheck_SetOCvsOC(struct PlayState* play, Collider* leftCol, ColliderElement* leftElem, Vec3f* leftPos, Collider* rightCol, ColliderElement* rightElem, Vec3f* rightPos, f32 overlapSize);
 | |
| void CollisionCheck_OC_JntSphVsJntSph(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* leftCol, Collider* rightCol);
 | |
| void CollisionCheck_OC_JntSphVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* leftCol, Collider* rightCol);
 | |
| void CollisionCheck_OC_JntSphVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* leftCol, Collider* rightCol);
 | |
| void CollisionCheck_OC_CylVsJntSph(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* leftCol, Collider* rightCol);
 | |
| void CollisionCheck_OC_CylVsCyl(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* leftCol, Collider* rightCol);
 | |
| void CollisionCheck_OC_CylVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* leftCol, Collider* rightCol);
 | |
| void CollisionCheck_OC_SphereVsJntSph(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* leftCol, Collider* rightCol);
 | |
| void CollisionCheck_OC_SphereVsCyl(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* leftCol, Collider* rightCol);
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| void CollisionCheck_OC_SphereVsSphere(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* leftCol, Collider* rightCol);
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| s32 CollisionCheck_SkipOC(Collider* col);
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| s32 CollisionCheck_Incompatible(Collider* leftCol, Collider* rightCol);
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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_ApplyDamage(struct PlayState* play, CollisionCheckContext* colCtxt, Collider* col, ColliderElement* elem);
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| void CollisionCheck_ApplyDamageJntSph(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col);
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| void CollisionCheck_ApplyDamageCyl(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col);
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| void CollisionCheck_ApplyDamageTris(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col);
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| void CollisionCheck_ApplyDamageQuad(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col);
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| void CollisionCheck_ApplyDamageSphere(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col);
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| void CollisionCheck_Damage(struct PlayState* play, CollisionCheckContext* colChkCtx);
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| s32 CollisionCheck_LineOC_JntSph(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col, Vec3f* a, Vec3f* b);
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| s32 CollisionCheck_LineOC_Cyl(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col, Vec3f* a, Vec3f* b);
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| s32 CollisionCheck_LineOC_Sphere(struct PlayState* play, CollisionCheckContext* colChkCtx, Collider* col, Vec3f* a, Vec3f* b);
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| s32 CollisionCheck_LineOC(struct PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b, struct Actor** exclusions, s32 numExclusions);
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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* dest, s32 elemIndex, ColliderTrisElementDimInit* src);
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| void Collider_UpdateSpheres(s32 limb, ColliderJntSph* jntSph);
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| void Collider_UpdateSpheresElement(ColliderJntSph* jntSph, s32 elemIndex, struct Actor* actor);
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| void Collider_UpdateSphere(s32 limb, ColliderSphere* sph);
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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_SpawnShieldParticlesMetalSound(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* pos);
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| s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos, Vec3f* itemProjPos, Vec3f* out1, Vec3f* out2);
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| 
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| #endif
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