documentation: core2/ba/physics
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@@ -70,7 +70,7 @@ void func_80388F50(ActorMarker *marker, ActorMarker *other_marker){
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if ((func_8028ECAC() != 1) && !this->unk38_0) {
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this->unk38_0 = TRUE;
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actor_collisionOff(this);
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func_80328B8C(this, 4, 0.0f, 1);
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subaddie_set_state_with_direction(this, 4, 0.0f, 1);
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actor_playAnimationOnce(this);
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func_8030E6D4(SFX_90_SWITCH_PRESS);
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}
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@@ -87,7 +87,7 @@ void func_80388FD4(Actor *this) {
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if (!this->unk16C_4) {
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if (fileProgressFlag_get(this->unk10_12 + FILEPROG_8B_CCW_SPRING_OPEN)) {
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actor_playAnimationOnce(this);
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func_80328B8C(this, 4, 0.999f, 1);
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subaddie_set_state_with_direction(this, 4, 0.999f, 1);
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actor_collisionOff(this);
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} else {
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marker_setCollisionScripts(this->marker, 0, &func_80388F50, 0);
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@@ -143,7 +143,7 @@ void func_80389268(Actor *this) {
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this->unk16C_4 = TRUE;
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if (fileProgressFlag_get(this->unk10_12 + FILEPROG_8B_CCW_SPRING_OPEN)) {
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func_80328A84(this, 3);
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subaddie_set_state(this, 3);
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}
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}
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@@ -153,14 +153,14 @@ void func_80389268(Actor *this) {
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if (levelSpecificFlags_get(this->unk10_12 + 7)) {
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timedFunc_set_1(0.05f, func_803891B0, (s32) this->marker);
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timedFunc_set_1(4.0f, func_8038921C, (s32) this->marker);
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func_80328A84(this, 2);
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subaddie_set_state(this, 2);
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}
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break;
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case 2:
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this->position[1] += 60.0f * time_getDelta();
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if (this->unk1C[1] <= this->position[1]) {
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levelSpecificFlags_set(this->unk10_12 + 7, FALSE);
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func_80328A84(this, 3);
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subaddie_set_state(this, 3);
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}
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break;
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case 3:
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@@ -21,12 +21,12 @@ ActorInfo D_8038F908 = {
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/* .code */
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void func_8038DFE0(Actor* actor) {
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func_80328B8C(actor, 1, 0.001f, 1);
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subaddie_set_state_with_direction(actor, 1, 0.001f, 1);
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actor->unk38_31 = randi2(0, 0);
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}
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void CCW_func_8038E034(Actor* actor) {
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func_80328B8C(actor, 2, 0.001f, 1);
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subaddie_set_state_with_direction(actor, 2, 0.001f, 1);
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}
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void func_8038E060(s32 arg0, ActorMarker *marker){
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@@ -82,7 +82,7 @@ void func_8038E4C0(ActorMarker* marker, s32 arg1) {
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Actor* actor = marker_getActor(marker);
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ParticleEmitter *pCtrl;
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func_80328B8C(actor, 5, 0.0f, 1);
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subaddie_set_state_with_direction(actor, 5, 0.0f, 1);
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actor_playAnimationOnce(actor);
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FUNC_8030E8B4(SFX_C2_GRUBLIN_EGH, 1.0f, 32000, actor->position, 1250, 2500);
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pCtrl = partEmitMgr_newEmitter(1);
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