Rename code_80043480.c from decomp (#4731)
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@@ -60,10 +60,10 @@ void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId) {
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if (DynaPoly_IsBgIdBgActor(bgId)) {
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DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, bgId);
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if (dynaActor != NULL) {
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func_800434A8(dynaActor);
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DynaPolyActor_SetActorOnTop(dynaActor);
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if (CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_CAN_PRESS_SWITCH)) {
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func_80043538(dynaActor);
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DynaPolyActor_SetSwitchPressed(dynaActor);
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}
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}
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}
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@@ -91,12 +91,12 @@ s32 func_800433A4(CollisionContext* colCtx, s32 bgId, Actor* actor) {
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return false;
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}
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if (dynaActor->unk_15C & 1) {
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if (dynaActor->transformFlags & 1) {
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func_800430A0(colCtx, bgId, actor);
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result = true;
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}
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if (dynaActor->unk_15C & 2) {
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if (dynaActor->transformFlags & 2) {
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func_800432A0(colCtx, bgId, actor);
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result = true;
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}
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@@ -2,74 +2,74 @@
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void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 flags) {
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dynaActor->bgId = -1;
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dynaActor->unk_15C = flags;
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dynaActor->unk_160 = 0;
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dynaActor->transformFlags = flags;
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dynaActor->interactFlags = 0;
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dynaActor->unk_150 = 0.0f;
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dynaActor->unk_154 = 0.0f;
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}
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void func_800434A0(DynaPolyActor* dynaActor) {
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dynaActor->unk_160 = 0;
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void DynaPolyActor_UnsetAllInteractFlags(DynaPolyActor* dynaActor) {
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dynaActor->interactFlags = 0;
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}
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void func_800434A8(DynaPolyActor* dynaActor) {
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dynaActor->unk_160 |= 1;
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void DynaPolyActor_SetActorOnTop(DynaPolyActor* dynaActor) {
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dynaActor->interactFlags |= DYNA_INTERACT_ACTOR_ON_TOP;
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}
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void func_800434B8(DynaPolyActor* dynaActor) {
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dynaActor->unk_160 |= 2;
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void DynaPolyActor_SetPlayerOnTop(DynaPolyActor* dynaActor) {
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dynaActor->interactFlags |= DYNA_INTERACT_PLAYER_ON_TOP;
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}
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void func_800434C8(CollisionContext* colCtx, s32 floorBgId) {
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void DynaPoly_SetPlayerOnTop(CollisionContext* colCtx, s32 floorBgId) {
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DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, floorBgId);
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if (dynaActor != NULL) {
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func_800434B8(dynaActor);
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DynaPolyActor_SetPlayerOnTop(dynaActor);
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}
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}
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void func_800434F8(DynaPolyActor* dynaActor) {
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dynaActor->unk_160 |= 4;
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void DynaPolyActor_SetPlayerAbove(DynaPolyActor* dynaActor) {
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dynaActor->interactFlags |= DYNA_INTERACT_PLAYER_ABOVE;
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}
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void func_80043508(CollisionContext* colCtx, s32 floorBgId) {
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void DynaPoly_SetPlayerAbove(CollisionContext* colCtx, s32 floorBgId) {
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DynaPolyActor* dynaActor = DynaPoly_GetActor(colCtx, floorBgId);
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if (dynaActor != NULL) {
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func_800434F8(dynaActor);
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DynaPolyActor_SetPlayerAbove(dynaActor);
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}
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}
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void func_80043538(DynaPolyActor* dynaActor) {
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dynaActor->unk_160 |= 8;
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void DynaPolyActor_SetSwitchPressed(DynaPolyActor* dynaActor) {
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dynaActor->interactFlags |= DYNA_INTERACT_ACTOR_SWITCH_PRESSED;
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}
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s32 func_80043548(DynaPolyActor* dynaActor) {
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if (dynaActor->unk_160 & 1) {
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s32 DynaPolyActor_IsActorOnTop(DynaPolyActor* dynaActor) {
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if (dynaActor->interactFlags & DYNA_INTERACT_ACTOR_ON_TOP) {
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return true;
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} else {
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return false;
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}
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}
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s32 func_8004356C(DynaPolyActor* dynaActor) {
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if (dynaActor->unk_160 & 2) {
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s32 DynaPolyActor_IsPlayerOnTop(DynaPolyActor* dynaActor) {
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if (dynaActor->interactFlags & DYNA_INTERACT_PLAYER_ON_TOP) {
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return true;
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} else {
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return false;
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}
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}
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s32 func_80043590(DynaPolyActor* dynaActor) {
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if (dynaActor->unk_160 & 4) {
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s32 DynaPolyActor_IsPlayerAbove(DynaPolyActor* dynaActor) {
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if (dynaActor->interactFlags & DYNA_INTERACT_PLAYER_ABOVE) {
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return true;
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} else {
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return false;
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}
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}
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s32 func_800435B4(DynaPolyActor* dynaActor) {
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if (dynaActor->unk_160 & 8) {
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s32 DynaPolyActor_IsSwitchPressed(DynaPolyActor* dynaActor) {
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if (dynaActor->interactFlags & DYNA_INTERACT_ACTOR_SWITCH_PRESSED) {
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return true;
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} else {
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return false;
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@@ -2954,7 +2954,7 @@ void func_8003F8EC(PlayState* play, DynaCollisionContext* dyna, Actor* actor) {
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if ((dyna->bgActorFlags[i] & 1)) {
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dynaActor = DynaPoly_GetActor(&play->colCtx, i);
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if (dynaActor != NULL && &dynaActor->actor == actor) {
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func_800434A0((DynaPolyActor*)actor);
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DynaPolyActor_UnsetAllInteractFlags((DynaPolyActor*)actor);
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return;
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}
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}
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@@ -122,8 +122,8 @@ void EnAObj_Init(Actor* thisx, PlayState* play) {
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thisx->focus.pos = thisx->world.pos;
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this->dyna.bgId = BGACTOR_NEG_ONE;
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this->dyna.unk_160 = 0;
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this->dyna.unk_15C = DPM_UNK;
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this->dyna.interactFlags = 0;
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this->dyna.transformFlags = DPM_UNK;
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thisx->uncullZoneDownward = 1200.0f;
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thisx->uncullZoneScale = 200.0f;
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@@ -234,7 +234,7 @@ void EnAObj_SetupBlockRot(EnAObj* this, s16 type) {
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void EnAObj_BlockRot(EnAObj* this, PlayState* play) {
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if (this->rotateState == 0) {
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if (this->dyna.unk_160 != 0) {
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if (this->dyna.interactFlags != 0) {
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this->rotateState++;
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this->rotateForTimer = 20;
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