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authorMegaMech <7255464+MegaMech@users.noreply.github.com>2024-12-17 17:12:12 -0700
committerMegaMech <7255464+MegaMech@users.noreply.github.com>2024-12-17 17:12:12 -0700
commit135b51ea719c6107663d9f54cc3e8cb7404dbda3 (patch)
tree0fbcf721e8fafba631949fe1d3ef554cee1ef52f /src/code_80086E70.c
parent60014ec46695fb964a685d6a17d5fc63e02ab7b8 (diff)
Impl snowmen and trashbin
Diffstat (limited to 'src/code_80086E70.c')
-rw-r--r--src/code_80086E70.c8
1 files changed, 7 insertions, 1 deletions
diff --git a/src/code_80086E70.c b/src/code_80086E70.c
index 490e8e32c..c6e166157 100644
--- a/src/code_80086E70.c
+++ b/src/code_80086E70.c
@@ -1457,10 +1457,16 @@ s32 func_8008A890(Camera* camera) {
return get_track_section_id(camera->collision.meshIndexZX);
}
-s32 func_8008A8B0(s16 arg0, s16 arg1) {
+/**
+ * This function is used to avoid hefty collision checks if players are not near the actor
+ */
+s32 are_players_in_course_section(s16 arg0, s16 arg1) {
s32 var_v1;
s16* var_v0;
s32 i;
+
+ return 1; //! @todo This is the easiest solution otherwise actors would not collide on custom courses.
+
var_v1 = 0;
for (i = 0; i < gPlayerCountSelection1; i++) {
var_v0 = &D_8018CF68[i];