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f7e39c0802
* player anim + collider surface types * added default surface type * remove unused flags and define surface mask * revised action table * checkpoint * player sprite stuff * remove currentAnim union * more actions * enough * discharged Co-authored-by: HailSanta <Hail2Santa@gmail.com>
34 lines
778 B
C
34 lines
778 B
C
#include "common.h"
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extern s32 D_8010C968;
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extern s32 D_8010C98C;
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s32 func_80262130(f32 inX, f32 inY, f32 inZ, f32 height, f32 radius) {
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f32 x = inX;
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f32 y = inY;
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f32 z = inZ;
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f32 hitDepth = height;
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s32 ret = FALSE;
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s32 phi_s0 = 0;
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if (npc_raycast_down_around(0, &x, &y, &z, &hitDepth, 90.0f, radius) && hitDepth <= height) {
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s32 colliderFlagsA = get_collider_flags(D_8010C98C & 0xFF);
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s32 colliderFlagsB = get_collider_flags(D_8010C968 & 0xFF);
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phi_s0 = colliderFlagsA & colliderFlagsB;
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if (phi_s0 != (D_8010C98C & 0xFF)) {
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phi_s0 = 0;
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}
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}
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if (phi_s0 == 1) {
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ret = TRUE;
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}
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return ret;
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}
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s32 func_8026220C(f32 arg0, f32 arg1) {
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return (arg1 > 100.0f) ? 28 : 0;
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}
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