Restore Vanish Cap wall collision logic
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@@ -1,62 +1,13 @@
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/**
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* This file just hacks a bunch of stuff together to get a valid Object and GraphNode for Mario
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*/
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#include "object_stuff.h"
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#include <stdlib.h>
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#include "mario.h"
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#include "../shim.h"
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#include "../engine/math_util.h"
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#include "../include/object_fields.h"
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/* activeFlags */
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#define ACTIVE_FLAG_DEACTIVATED 0 // 0x0000
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#define ACTIVE_FLAG_ACTIVE (1 << 0) // 0x0001
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#define ACTIVE_FLAG_FAR_AWAY (1 << 1) // 0x0002
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#define ACTIVE_FLAG_UNK2 (1 << 2) // 0x0004
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#define ACTIVE_FLAG_IN_DIFFERENT_ROOM (1 << 3) // 0x0008
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#define ACTIVE_FLAG_UNIMPORTANT (1 << 4) // 0x0010
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#define ACTIVE_FLAG_INITIATED_TIME_STOP (1 << 5) // 0x0020
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#define ACTIVE_FLAG_MOVE_THROUGH_GRATE (1 << 6) // 0x0040
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#define ACTIVE_FLAG_DITHERED_ALPHA (1 << 7) // 0x0080
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#define ACTIVE_FLAG_UNK8 (1 << 8) // 0x0100
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#define ACTIVE_FLAG_UNK9 (1 << 9) // 0x0200
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#define ACTIVE_FLAG_UNK10 (1 << 10) // 0x0400
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// The discriminant for different types of geo nodes
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#define GRAPH_NODE_TYPE_ROOT 0x001
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#define GRAPH_NODE_TYPE_ORTHO_PROJECTION 0x002
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#define GRAPH_NODE_TYPE_PERSPECTIVE (0x003 | GRAPH_NODE_TYPE_FUNCTIONAL)
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#define GRAPH_NODE_TYPE_MASTER_LIST 0x004
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#define GRAPH_NODE_TYPE_START 0x00A
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#define GRAPH_NODE_TYPE_LEVEL_OF_DETAIL 0x00B
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#define GRAPH_NODE_TYPE_SWITCH_CASE (0x00C | GRAPH_NODE_TYPE_FUNCTIONAL)
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#define GRAPH_NODE_TYPE_CAMERA (0x014 | GRAPH_NODE_TYPE_FUNCTIONAL)
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#define GRAPH_NODE_TYPE_TRANSLATION_ROTATION 0x015
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#define GRAPH_NODE_TYPE_TRANSLATION 0x016
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#define GRAPH_NODE_TYPE_ROTATION 0x017
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#define GRAPH_NODE_TYPE_OBJECT 0x018
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#define GRAPH_NODE_TYPE_ANIMATED_PART 0x019
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#define GRAPH_NODE_TYPE_BILLBOARD 0x01A
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#define GRAPH_NODE_TYPE_DISPLAY_LIST 0x01B
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#define GRAPH_NODE_TYPE_SCALE 0x01C
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#define GRAPH_NODE_TYPE_SHADOW 0x028
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#define GRAPH_NODE_TYPE_OBJECT_PARENT 0x029
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#define GRAPH_NODE_TYPE_GENERATED_LIST (0x02A | GRAPH_NODE_TYPE_FUNCTIONAL)
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#define GRAPH_NODE_TYPE_BACKGROUND (0x02C | GRAPH_NODE_TYPE_FUNCTIONAL)
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#define GRAPH_NODE_TYPE_HELD_OBJ (0x02E | GRAPH_NODE_TYPE_FUNCTIONAL)
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#define GRAPH_NODE_TYPE_CULLING_RADIUS 0x02F
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/* respawnInfoType */
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#define RESPAWN_INFO_TYPE_NULL 0
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#define RESPAWN_INFO_TYPE_32 1
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#define RESPAWN_INFO_TYPE_16 2
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#define GRAPH_RENDER_ACTIVE (1 << 0)
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#define GRAPH_RENDER_CHILDREN_FIRST (1 << 1)
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#define GRAPH_RENDER_BILLBOARD (1 << 2)
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#define GRAPH_RENDER_Z_BUFFER (1 << 3)
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#define GRAPH_RENDER_INVISIBLE (1 << 4)
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#define GRAPH_RENDER_HAS_ANIMATION (1 << 5)
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static Vec3f gVec3fZero = { 0.0f, 0.0f, 0.0f };
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static Vec3s gVec3sZero = { 0, 0, 0 };
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@@ -94,7 +45,7 @@ static struct Object *allocate_object(void) {
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obj->bhvDelayTimer = 0;
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obj->hitboxRadius = 37.0f; // Override directly for Mario
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obj->hitboxHeight = 160.0f; //
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obj->hitboxHeight = 160.0f; //
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obj->hurtboxRadius = 0.0f;
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obj->hurtboxHeight = 0.0f;
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obj->hitboxDownOffset = 0.0f;
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