documentation: core2/ba/physics
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@@ -1,10 +1,11 @@
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#include <ultra64.h>
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#include "functions.h"
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#include "variables.h"
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#include "core2/ba/physics.h"
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extern void player_setYPosition(f32);
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extern void yaw_applyIdeal(void);
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extern void func_802978DC(int);
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extern f32 func_80257A44(f32, f32);
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extern f32 cosf(f32);
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extern f32 ml_remainder_f(f32, f32);
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@@ -260,14 +261,14 @@ static void __bsdronexform_setState(int next_state){
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func_802AFBA0(180.0f);
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func_802AFBAC(0.04f);
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func_802B01B0(0.05f);
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func_802978DC(7);
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baphysics_set_type(BA_PHYSICS_FREEZE);
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func_8029E3C0(0, 2.8f);
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FUNC_8030E624(SFX_17E_MUMBO_TRANSFORMATION_01, 1.0f, 15000);
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break;
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case 2:// 802B02A8
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func_8029E3C0(0, 0.5f);
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func_802978DC(0xb);
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baphysics_set_type(BA_PHYSICS_TRANSFORM);
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break;
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case 3:// 802B02C4
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@@ -314,7 +315,7 @@ static void __bsdronexform_setState(int next_state){
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case 9:// 802B0438
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D_8037D470.unk1C = 0;
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func_8029E3C0(0, 0.7f);
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func_802978DC(7);
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baphysics_set_type(BA_PHYSICS_FREEZE);
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break;
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}
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}
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@@ -324,9 +325,9 @@ void bsdronexform_init(void){
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enum asset_e sp18;
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func_8029BCAC(&sp18, &sp1C);
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baanim_playForDuration_loopSmooth(sp18, sp1C);
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func_8029C7F4(1,1,3,7);
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func_80297A0C(0);
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func_80297930(0);
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func_8029C7F4(1,1,3, BA_PHYSICS_FREEZE);
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baphysics_set_velocity(0);
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baphysics_set_target_velocity(0);
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pitch_setIdeal(0.0f);
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roll_setIdeal(0.0f);
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func_80294378(6);
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