2019-08-25 04:46:40 +00:00
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#include <ultra64.h>
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#include "sm64.h"
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#include "mario.h"
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#include "debug.h"
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#include "spawn_object.h"
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#include "object_list_processor.h"
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2019-09-01 19:50:50 +00:00
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#include "interaction.h"
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2019-08-25 04:46:40 +00:00
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2020-03-02 03:42:52 +00:00
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struct Object *debug_print_obj_collision(struct Object *a) {
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2019-08-25 04:46:40 +00:00
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struct Object *sp24;
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UNUSED s32 unused;
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s32 i;
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for (i = 0; i < a->numCollidedObjs; i++) {
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print_debug_top_down_objectinfo("ON", 0);
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sp24 = a->collidedObjs[i];
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2019-09-01 19:50:50 +00:00
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if (sp24 != gMarioObject) {
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2019-08-25 04:46:40 +00:00
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return sp24;
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2019-09-01 19:50:50 +00:00
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}
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2019-08-25 04:46:40 +00:00
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}
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return NULL;
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}
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2020-03-02 03:42:52 +00:00
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int detect_object_hitbox_overlap(struct Object *a, struct Object *b) {
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2019-08-25 04:46:40 +00:00
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f32 sp3C = a->oPosY - a->hitboxDownOffset;
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f32 sp38 = b->oPosY - b->hitboxDownOffset;
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f32 dx = a->oPosX - b->oPosX;
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UNUSED f32 sp30 = sp3C - sp38;
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f32 dz = a->oPosZ - b->oPosZ;
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f32 collisionRadius = a->hitboxRadius + b->hitboxRadius;
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f32 distance = sqrtf(dx * dx + dz * dz);
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if (collisionRadius > distance) {
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f32 sp20 = a->hitboxHeight + sp3C;
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f32 sp1C = b->hitboxHeight + sp38;
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2019-09-01 19:50:50 +00:00
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if (sp3C > sp1C) {
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return 0;
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2019-09-01 19:50:50 +00:00
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}
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if (sp20 < sp38) {
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return 0;
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2019-09-01 19:50:50 +00:00
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}
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if (a->numCollidedObjs >= 4) {
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return 0;
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2019-09-01 19:50:50 +00:00
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}
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if (b->numCollidedObjs >= 4) {
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return 0;
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2019-09-01 19:50:50 +00:00
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}
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a->collidedObjs[a->numCollidedObjs] = b;
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b->collidedObjs[b->numCollidedObjs] = a;
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a->collidedObjInteractTypes |= b->oInteractType;
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b->collidedObjInteractTypes |= a->oInteractType;
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a->numCollidedObjs++;
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b->numCollidedObjs++;
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return 1;
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}
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//! no return value
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}
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2020-03-02 03:42:52 +00:00
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int detect_object_hurtbox_overlap(struct Object *a, struct Object *b) {
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2019-08-25 04:46:40 +00:00
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f32 sp3C = a->oPosY - a->hitboxDownOffset;
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f32 sp38 = b->oPosY - b->hitboxDownOffset;
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f32 sp34 = a->oPosX - b->oPosX;
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UNUSED f32 sp30 = sp3C - sp38;
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f32 sp2C = a->oPosZ - b->oPosZ;
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f32 sp28 = a->hurtboxRadius + b->hurtboxRadius;
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f32 sp24 = sqrtf(sp34 * sp34 + sp2C * sp2C);
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2019-09-01 19:50:50 +00:00
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if (a == gMarioObject) {
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b->oInteractionSubtype |= INT_SUBTYPE_DELAY_INVINCIBILITY;
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}
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if (sp28 > sp24) {
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f32 sp20 = a->hitboxHeight + sp3C;
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f32 sp1C = b->hurtboxHeight + sp38;
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if (sp3C > sp1C) {
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return 0;
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}
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if (sp20 < sp38) {
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return 0;
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}
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if (a == gMarioObject) {
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b->oInteractionSubtype &= ~INT_SUBTYPE_DELAY_INVINCIBILITY;
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}
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2019-08-25 04:46:40 +00:00
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return 1;
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}
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//! no return value
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}
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2020-03-02 03:42:52 +00:00
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void clear_object_collision(struct Object *a) {
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struct Object *sp4 = (struct Object *) a->header.next;
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while (sp4 != a) {
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sp4->numCollidedObjs = 0;
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sp4->collidedObjInteractTypes = 0;
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if (sp4->oIntangibleTimer > 0) {
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sp4->oIntangibleTimer--;
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}
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sp4 = (struct Object *) sp4->header.next;
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}
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}
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2020-03-02 03:42:52 +00:00
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void check_collision_in_list(struct Object *a, struct Object *b, struct Object *c) {
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if (a->oIntangibleTimer == 0) {
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while (b != c) {
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if (b->oIntangibleTimer == 0) {
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if (detect_object_hitbox_overlap(a, b) && b->hurtboxRadius != 0.0f) {
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detect_object_hurtbox_overlap(a, b);
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}
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}
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b = (struct Object *) b->header.next;
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}
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}
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}
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2020-03-02 03:42:52 +00:00
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void check_player_object_collision(void) {
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struct Object *sp1C = (struct Object *) &gObjectLists[OBJ_LIST_PLAYER];
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struct Object *sp18 = (struct Object *) sp1C->header.next;
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while (sp18 != sp1C) {
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check_collision_in_list(sp18, (struct Object *) sp18->header.next, sp1C);
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check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_POLELIKE].next,
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(struct Object *) &gObjectLists[OBJ_LIST_POLELIKE]);
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check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_LEVEL].next,
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2019-08-25 04:46:40 +00:00
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(struct Object *) &gObjectLists[OBJ_LIST_LEVEL]);
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check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_GENACTOR].next,
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(struct Object *) &gObjectLists[OBJ_LIST_GENACTOR]);
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check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_PUSHABLE].next,
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(struct Object *) &gObjectLists[OBJ_LIST_PUSHABLE]);
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check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_SURFACE].next,
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2019-08-25 04:46:40 +00:00
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(struct Object *) &gObjectLists[OBJ_LIST_SURFACE]);
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check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_DESTRUCTIVE].next,
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2019-08-25 04:46:40 +00:00
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(struct Object *) &gObjectLists[OBJ_LIST_DESTRUCTIVE]);
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sp18 = (struct Object *) sp18->header.next;
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}
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}
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2020-03-02 03:42:52 +00:00
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void check_pushable_object_collision(void) {
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struct Object *sp1C = (struct Object *) &gObjectLists[OBJ_LIST_PUSHABLE];
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struct Object *sp18 = (struct Object *) sp1C->header.next;
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while (sp18 != sp1C) {
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2020-03-02 03:42:52 +00:00
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check_collision_in_list(sp18, (struct Object *) sp18->header.next, sp1C);
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2019-08-25 04:46:40 +00:00
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sp18 = (struct Object *) sp18->header.next;
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}
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}
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2020-03-02 03:42:52 +00:00
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void check_destructive_object_collision(void) {
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struct Object *sp1C = (struct Object *) &gObjectLists[OBJ_LIST_DESTRUCTIVE];
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struct Object *sp18 = (struct Object *) sp1C->header.next;
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while (sp18 != sp1C) {
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if (sp18->oDistanceToMario < 2000.0f && !(sp18->activeFlags & ACTIVE_FLAG_UNK9)) {
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2020-03-02 03:42:52 +00:00
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check_collision_in_list(sp18, (struct Object *) sp18->header.next, sp1C);
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check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_GENACTOR].next,
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2019-08-25 04:46:40 +00:00
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(struct Object *) &gObjectLists[OBJ_LIST_GENACTOR]);
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2020-03-02 03:42:52 +00:00
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check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_PUSHABLE].next,
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2019-08-25 04:46:40 +00:00
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(struct Object *) &gObjectLists[OBJ_LIST_PUSHABLE]);
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2020-03-02 03:42:52 +00:00
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check_collision_in_list(sp18, (struct Object *) gObjectLists[OBJ_LIST_SURFACE].next,
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2019-08-25 04:46:40 +00:00
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(struct Object *) &gObjectLists[OBJ_LIST_SURFACE]);
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}
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sp18 = (struct Object *) sp18->header.next;
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}
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}
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void detect_object_collisions(void) {
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2020-03-02 03:42:52 +00:00
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clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_POLELIKE]);
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clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_PLAYER]);
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clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_PUSHABLE]);
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clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_GENACTOR]);
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clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_LEVEL]);
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clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_SURFACE]);
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clear_object_collision((struct Object *) &gObjectLists[OBJ_LIST_DESTRUCTIVE]);
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check_player_object_collision();
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check_destructive_object_collision();
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check_pushable_object_collision();
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2019-08-25 04:46:40 +00:00
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}
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