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authorKiritoDv <kiritodev01@gmail.com>2024-05-01 10:09:49 -0600
committerKiritoDv <kiritodev01@gmail.com>2024-05-01 10:09:49 -0600
commita2c3feb67a2f8afb1cebd0e77e4a3e23db2c28c4 (patch)
tree4250a53478f87b8b07e16481a634ef16550ddb43 /src/code_80086E70.c
parentd5264825f0a7ab67f53fca8857cbd24dd86ee86d (diff)
WIP Compilation
Diffstat (limited to 'src/code_80086E70.c')
-rw-r--r--src/code_80086E70.c224
1 files changed, 112 insertions, 112 deletions
diff --git a/src/code_80086E70.c b/src/code_80086E70.c
index 0489faa0a..c0cd42e9d 100644
--- a/src/code_80086E70.c
+++ b/src/code_80086E70.c
@@ -1,4 +1,4 @@
-#include <ultra64.h>
+#include <libultraship.h>
#include <macros.h>
#include <common_structs.h>
#include <mk64.h>
@@ -45,9 +45,9 @@ void func_80086F60(s32 objectIndex) {
}
bool func_80086FA4(s32 objectIndex) {
- bool ret = FALSE;
+ bool ret = false;
if (gObjectList[objectIndex].unk_0AE == 0) {
- ret = TRUE;
+ ret = true;
}
return ret;
}
@@ -66,7 +66,7 @@ s32 func_80087060(s32 objectIndex, s32 arg1) {
s32 sp1C;
sp1C = 0;
- if (is_obj_index_flag_status_inactive(objectIndex, 8) != FALSE) {
+ if (is_obj_index_flag_status_inactive(objectIndex, 8) != false) {
set_object_flag_status_true(objectIndex, 8);
gObjectList[objectIndex].unk_0B0 = arg1;
}
@@ -82,7 +82,7 @@ s32 func_80087104(s32 objectIndex, u16 arg1) {
s32 sp24;
sp24 = 0;
- if (is_obj_index_flag_status_inactive(objectIndex, 8) != FALSE) {
+ if (is_obj_index_flag_status_inactive(objectIndex, 8) != false) {
set_object_flag_status_true(objectIndex, 8);
gObjectList[objectIndex].unk_0B0 = random_int(arg1);
}
@@ -98,7 +98,7 @@ s32 func_800871AC(s32 objectIndex, s32 arg1) {
s32 sp24;
sp24 = 0;
- if (is_obj_index_flag_status_inactive(objectIndex, 8) != FALSE) {
+ if (is_obj_index_flag_status_inactive(objectIndex, 8) != false) {
set_object_flag_status_true(objectIndex, 8);
gObjectList[objectIndex].unk_0B0 = (s16) arg1;
}
@@ -218,7 +218,7 @@ s32 func_8008789C(s32 objectIndex, s32 arg1) {
s32 sp24;
sp24 = 0;
- if (is_obj_index_flag_status_inactive(objectIndex, 8) != FALSE) {
+ if (is_obj_index_flag_status_inactive(objectIndex, 8) != false) {
set_object_flag_status_true(objectIndex, 8);
func_8008751C(objectIndex);
gObjectList[objectIndex].unk_0B0 = arg1;
@@ -237,7 +237,7 @@ s32 func_80087954(s32 objectIndex, s32 arg1) {
s32 sp24;
sp24 = 0;
- if (is_obj_index_flag_status_inactive(objectIndex, 8) != FALSE) {
+ if (is_obj_index_flag_status_inactive(objectIndex, 8) != false) {
set_object_flag_status_true(objectIndex, 8);
func_80087620(objectIndex);
gObjectList[objectIndex].unk_0B0 = arg1;
@@ -258,8 +258,8 @@ bool func_80087A0C(s32 objectIndex, s16 arg1, s16 arg2, s16 arg3, s16 arg4) {
s16 temp_v0;
bool sp2C;
- sp2C = FALSE;
- if (is_obj_index_flag_status_inactive(objectIndex, 8) != FALSE) {
+ sp2C = false;
+ if (is_obj_index_flag_status_inactive(objectIndex, 8) != false) {
set_object_flag_status_true(objectIndex, 8);
temp_v0 = arg2 - arg1;
temp_a0 = arg4 - arg3;
@@ -272,7 +272,7 @@ bool func_80087A0C(s32 objectIndex, s16 arg1, s16 arg2, s16 arg3, s16 arg4) {
gObjectList[objectIndex].unk_0B0--;
if (gObjectList[objectIndex].unk_0B0 < 0) {
set_object_flag_status_false(objectIndex, 8);
- sp2C = TRUE;
+ sp2C = true;
} else {
object_add_velocity_offset_xz(objectIndex);
}
@@ -283,7 +283,7 @@ s32 func_80087B84(s32 objectIndex, f32 arg1, f32 arg2) {
s32 sp24;
sp24 = 0;
- if (is_obj_index_flag_status_inactive(objectIndex, 8) != FALSE) {
+ if (is_obj_index_flag_status_inactive(objectIndex, 8) != false) {
set_object_flag_status_true(objectIndex, 8);
gObjectList[objectIndex].velocity[1] = -arg1;
}
@@ -300,7 +300,7 @@ s32 func_80087C48(s32 objectIndex, f32 arg1, f32 arg2, s32 arg3) {
s32 sp24;
sp24 = 0;
- if (is_obj_index_flag_status_inactive(objectIndex, 8) != FALSE) {
+ if (is_obj_index_flag_status_inactive(objectIndex, 8) != false) {
set_object_flag_status_true(objectIndex, 8);
gObjectList[objectIndex].velocity[1] = arg1;
gObjectList[objectIndex].unk_0B0 = (s16) arg3;
@@ -340,7 +340,7 @@ bool func_80087E08(s32 objectIndex, f32 arg1, f32 arg2, f32 arg3, s16 arg4, s32
bool sp2C;
UNUSED s32 pad;
- sp2C = FALSE;
+ sp2C = false;
if (is_obj_index_flag_status_inactive(objectIndex, 8) != 0) {
set_object_flag_status_true(objectIndex, 8);
gObjectList[objectIndex].offset[2] = 0.0f;
@@ -356,7 +356,7 @@ bool func_80087E08(s32 objectIndex, f32 arg1, f32 arg2, f32 arg3, s16 arg4, s32
if (gObjectList[objectIndex].unk_0B0 < 0) {
set_object_flag_status_false(objectIndex, 8);
func_80086FD4(objectIndex);
- sp2C = TRUE;
+ sp2C = true;
} else {
gObjectList[objectIndex].velocity[1] -= arg2;
object_add_velocity_offset_xyz(objectIndex);
@@ -585,10 +585,10 @@ void func_800887C0(s32 objectIndex) {
/**
* @brief Returns the distance between the object and the player.
- *
- * @param objectIndex
- * @param player
- * @return UNUSED
+ *
+ * @param objectIndex
+ * @param player
+ * @return UNUSED
*/
UNUSED s32 get_horizontal_distance_to_player(s32 objectIndex, Player *player) {
s32 x;
@@ -601,10 +601,10 @@ UNUSED s32 get_horizontal_distance_to_player(s32 objectIndex, Player *player) {
/**
* @brief Returns the distance between the object and the player.
- *
- * @param objectIndex
- * @param player
- * @return UNUSED
+ *
+ * @param objectIndex
+ * @param player
+ * @return UNUSED
*/
UNUSED s32 get_distance_to_player(s32 objectIndex, Player *player) {
s32 x;
@@ -619,10 +619,10 @@ UNUSED s32 get_distance_to_player(s32 objectIndex, Player *player) {
/**
* @brief Returns the distance between the object and the camera.
- *
- * @param objectIndex
- * @param camera
- * @return UNUSED
+ *
+ * @param objectIndex
+ * @param camera
+ * @return UNUSED
*/
u32 get_horizontal_distance_to_camera(s32 objectIndex, Camera *camera) {
s32 x;
@@ -635,10 +635,10 @@ u32 get_horizontal_distance_to_camera(s32 objectIndex, Camera *camera) {
/**
* @brief Returns the distance between the object and the camera.
- *
- * @param objectIndex
- * @param camera
- * @return UNUSED
+ *
+ * @param objectIndex
+ * @param camera
+ * @return UNUSED
*/
UNUSED s32 get_distance_to_camera(s32 objectIndex, Camera *camera) {
s32 x;
@@ -653,36 +653,36 @@ UNUSED s32 get_distance_to_camera(s32 objectIndex, Camera *camera) {
/**
* @brief Returns if the object is closer than the distance to the player.
- *
- * @param objectIndex
- * @param player
+ *
+ * @param objectIndex
+ * @param player
* @param distance
- * @return true
- * @return false
+ * @return true
+ * @return false
*/
bool is_within_horizontal_distance_of_player(s32 objectIndex, Player *player, f32 distance) {
f32 x;
f32 y;
bool var_v1;
- var_v1 = FALSE;
+ var_v1 = false;
x = gObjectList[objectIndex].pos[0] - player->pos[0];
y = gObjectList[objectIndex].pos[2] - player->pos[2];
if (((x * x) + (y * y)) <= (distance * distance)) {
- var_v1 = TRUE;
+ var_v1 = true;
}
return var_v1;
}
/**
* @brief Returns if the object is between the distance_min and distance_max to the player.
- *
- * @param objectIndex
- * @param player
- * @param distance_min
- * @param distance_max
- * @return true
- * @return false
+ *
+ * @param objectIndex
+ * @param player
+ * @param distance_min
+ * @param distance_max
+ * @return true
+ * @return false
*/
bool is_in_bounds_to_player(s32 objectIndex, Player *player, f32 distance_min, f32 distance_max) {
f32 x;
@@ -690,24 +690,24 @@ bool is_in_bounds_to_player(s32 objectIndex, Player *player, f32 distance_min, f
f32 z;
bool var_v1;
- var_v1 = FALSE;
+ var_v1 = false;
x = gObjectList[objectIndex].pos[0] - player->pos[0];
z = gObjectList[objectIndex].pos[2] - player->pos[2];
distance = (x * x) + (z * z);
if (((distance_min * distance_min) <= distance) && (distance <= (distance_max * distance_max))) {
- var_v1 = TRUE;
+ var_v1 = true;
}
return var_v1;
}
/**
* @brief Returns if the object is closer than the distance to the player.
- *
- * @param objectIndex
- * @param player
- * @param distance
- * @return true
- * @return false
+ *
+ * @param objectIndex
+ * @param player
+ * @param distance
+ * @return true
+ * @return false
*/
bool is_within_distance_to_player(s32 objectIndex, Player *player, f32 distance) {
f32 x;
@@ -715,47 +715,47 @@ bool is_within_distance_to_player(s32 objectIndex, Player *player, f32 distance)
f32 y;
bool var_v1;
- var_v1 = FALSE;
+ var_v1 = false;
x = gObjectList[objectIndex].pos[0] - player->pos[0];
y = gObjectList[objectIndex].pos[1] - player->pos[1];
z = gObjectList[objectIndex].pos[2] - player->pos[2];
if (((x * x) + (y * y) + (z * z)) <= (distance * distance)) {
- var_v1 = TRUE;
+ var_v1 = true;
}
return var_v1;
}
/**
* @brief Returns if the object is between the distance_min and distance_max to the camera.
- *
- * @param objectIndex
- * @param camera
- * @param distance
- * @return true
- * @return false
+ *
+ * @param objectIndex
+ * @param camera
+ * @param distance
+ * @return true
+ * @return false
*/
bool is_within_horizontal_distance_to_camera(s32 objectIndex, Camera *camera, f32 distance) {
f32 x;
f32 y;
bool var_v1;
- var_v1 = FALSE;
+ var_v1 = false;
x = gObjectList[objectIndex].pos[0] - camera->pos[0];
y = gObjectList[objectIndex].pos[2] - camera->pos[2];
if (((x * x) + (y * y)) <= (distance * distance)) {
- var_v1 = TRUE;
+ var_v1 = true;
}
return var_v1;
}
/**
* @brief Returns if the object is between the distance_min and distance_max to the camera.
- *
- * @param objectIndex
- * @param camera
- * @param distance_min
- * @param distance_max
- * @return UNUSED
+ *
+ * @param objectIndex
+ * @param camera
+ * @param distance_min
+ * @param distance_max
+ * @return UNUSED
*/
UNUSED bool is_within_bounds_to_camera(s32 objectIndex, Camera *camera, f32 distance_min, f32 distance_max) {
f32 x;
@@ -763,23 +763,23 @@ UNUSED bool is_within_bounds_to_camera(s32 objectIndex, Camera *camera, f32 dist
f32 z;
bool var_v1;
- var_v1 = FALSE;
+ var_v1 = false;
x = gObjectList[objectIndex].pos[0] - camera->pos[0];
z = gObjectList[objectIndex].pos[2] - camera->pos[2];
distance = (x * x) + (z * z);
if (((distance_min * distance_min) <= distance) && (distance <= (distance_max * distance_max))) {
- var_v1 = TRUE;
+ var_v1 = true;
}
return var_v1;
}
/**
* @brief Returns if the object is closer than the distance to the camera.
- *
- * @param objectIndex
- * @param camera
- * @param distance
- * @return UNUSED
+ *
+ * @param objectIndex
+ * @param camera
+ * @param distance
+ * @return UNUSED
*/
UNUSED bool is_within_distance_to_camera(s32 objectIndex, Camera *camera, f32 distance) {
f32 x;
@@ -787,23 +787,23 @@ UNUSED bool is_within_distance_to_camera(s32 objectIndex, Camera *camera, f32 di
f32 y;
bool var_v1;
- var_v1 = FALSE;
+ var_v1 = false;
x = gObjectList[objectIndex].pos[0] - camera->pos[0];
y = gObjectList[objectIndex].pos[1] - camera->pos[1];
z = gObjectList[objectIndex].pos[2] - camera->pos[2];
if (((x * x) + (y * y) + (z * z)) <= (distance * distance)) {
- var_v1 = TRUE;
+ var_v1 = true;
}
return var_v1;
}
/**
* @brief Returns if the object collided with the player.
- *
- * @param objectIndex
- * @param player
- * @return true
- * @return false
+ *
+ * @param objectIndex
+ * @param player
+ * @return true
+ * @return false
*/
bool has_collided_horizontally_with_player(s32 objectIndex, Player *player) {
f32 x;
@@ -811,23 +811,23 @@ bool has_collided_horizontally_with_player(s32 objectIndex, Player *player) {
f32 z;
bool var_v1;
- var_v1 = FALSE;
+ var_v1 = false;
x = gObjectList[objectIndex].pos[0] - player->pos[0];
z = gObjectList[objectIndex].pos[2] - player->pos[2];
distance = gObjectList[objectIndex].boundingBoxSize + player->boundingBoxSize;
if (((x * x) + (z * z)) <= (distance * distance)) {
- var_v1 = TRUE;
+ var_v1 = true;
}
return var_v1;
}
/**
* @brief Returns if the object collided with the player.
- *
- * @param objectIndex
- * @param player
- * @return true
- * @return false
+ *
+ * @param objectIndex
+ * @param player
+ * @return true
+ * @return false
*/
bool has_collided_with_player(s32 objectIndex, Player *player) {
f32 x;
@@ -836,45 +836,45 @@ bool has_collided_with_player(s32 objectIndex, Player *player) {
f32 y;
bool var_v1;
- var_v1 = FALSE;
+ var_v1 = false;
x = gObjectList[objectIndex].pos[0] - player->pos[0];
y = gObjectList[objectIndex].pos[1] - player->pos[1];
z = gObjectList[objectIndex].pos[2] - player->pos[2];
distance = gObjectList[objectIndex].boundingBoxSize + player->boundingBoxSize;
if (((x * x) + (y * y) + (z * z)) <= (distance * distance)) {
- var_v1 = TRUE;
+ var_v1 = true;
}
return var_v1;
}
/**
* @brief Returns if the object collided with the player.
- *
- * @param objectIndex
- * @param player
- * @param distance
- * @return UNUSED
+ *
+ * @param objectIndex
+ * @param player
+ * @param distance
+ * @return UNUSED
*/
UNUSED bool has_collided_with_player_1d(s32 objectIndex, Player *player, f32 distance) {
f32 x;
bool var_v1;
- var_v1 = FALSE;
+ var_v1 = false;
x = gObjectList[objectIndex].pos[1] - player->pos[1];
if ((x * x) <= (distance * distance)) {
- var_v1 = TRUE;
+ var_v1 = true;
}
return var_v1;
}
/**
* @brief Returns if the object collided with the player and is closer than the distance in the y axis.
- *
- * @param objectIndex
- * @param player
- * @param distance_y
- * @return true
- * @return false
+ *
+ * @param objectIndex
+ * @param player
+ * @param distance_y
+ * @return true
+ * @return false
*/
bool has_collided_with_player_and_within_height(s32 objectIndex, Player *player, f32 distance_y) {
f32 x;
@@ -883,7 +883,7 @@ bool has_collided_with_player_and_within_height(s32 objectIndex, Player *player,
f32 y;
bool var_v1;
- var_v1 = FALSE;
+ var_v1 = false;
x = gObjectList[objectIndex].pos[0] - player->pos[0];
y = gObjectList[objectIndex].pos[1] - player->pos[1];
z = gObjectList[objectIndex].pos[2] - player->pos[2];
@@ -893,7 +893,7 @@ bool has_collided_with_player_and_within_height(s32 objectIndex, Player *player,
y = -y;
}
if ((((x * x) + (z * z)) <= (distance * distance)) && (y <= distance_y)) {
- var_v1 = TRUE;
+ var_v1 = true;
}
return var_v1;
}
@@ -914,13 +914,13 @@ UNUSED bool func_80088F94(s32 objectIndex, Player *player, f32 arg2) {
bool var_v1;
distance = gObjectList[objectIndex].pos[1] - player->unk_074;
- var_v1 = FALSE;
+ var_v1 = false;
// abs(distance)
if (distance < 0.0f) {
distance = -distance;
}
if (distance <= arg2) {
- var_v1 = TRUE;
+ var_v1 = true;
}
return var_v1;
}
@@ -1238,7 +1238,7 @@ s32 func_8008A060(s32 objectIndex, Camera *camera, u16 arg2) {
var_v1 = 0;
temp_t3 = (((u16)camera->rot[1] - gObjectList[objectIndex].direction_angle[1]) + (arg2 >> 1));
-
+
//! @warning Always true
if ((temp_t3 >= 0) && (arg2 >= temp_t3)) {
var_v1 = 1;
@@ -1266,10 +1266,10 @@ bool is_object_visible_on_camera(s32 objectIndex, Camera *camera, u16 angle) {
u16 temp_t2;
s32 var_t0;
- var_t0 = FALSE;
+ var_t0 = false;
temp_t2 = (get_angle_between_xy(camera->pos[0], gObjectList[objectIndex].pos[0], camera->pos[2], gObjectList[objectIndex].pos[2]) + ((s32) angle / 2)) - camera->rot[1];
if ((temp_t2 >= 0) && (angle >= temp_t2)) {
- var_t0 = TRUE;
+ var_t0 = true;
}
return var_t0;
}