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@@ -244,6 +244,68 @@ inline BOOL fopAcM_IsExecuting(unsigned int id) {
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return fpcM_IsExecuting(id);
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}
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inline f32 fopAcM_GetSpeedF(const fopAc_ac_c* p_actor) {
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return p_actor->mSpeedF;
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}
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inline f32 fopAcM_GetGravity(const fopAc_ac_c* p_actor) {
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return p_actor->mGravity;
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}
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inline f32 fopAcM_GetMaxFallSpeed(const fopAc_ac_c* p_actor) {
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return p_actor->mMaxFallSpeed;
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}
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inline const cXyz& fopAcM_GetSpeed_p(const fopAc_ac_c* p_actor) {
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return p_actor->mSpeed;
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}
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inline const cXyz& fopAcM_GetPosition_p(const fopAc_ac_c* p_actor) {
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return p_actor->mCurrent.mPosition;
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}
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inline void dComIfGs_onSwitch(int i_no, int i_roomNo);
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inline void dComIfGs_offSwitch(int i_no, int i_roomNo);
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inline BOOL dComIfGs_isSwitch(int i_no, int i_roomNo);
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inline void i_fopAcM_onSwitch(const fopAc_ac_c* pActor, int sw) {
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return dComIfGs_onSwitch(sw, fopAcM_GetHomeRoomNo(pActor));
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}
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inline void i_fopAcM_offSwitch(const fopAc_ac_c* pActor, int sw) {
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return dComIfGs_offSwitch(sw, fopAcM_GetHomeRoomNo(pActor));
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}
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inline bool i_fopAcM_isSwitch(const fopAc_ac_c* item, int sw) {
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return dComIfGs_isSwitch(sw, fopAcM_GetHomeRoomNo(item));
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}
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inline void dComIfGs_onItem(int bitNo, int roomNo);
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inline void fopAcM_onItem(const fopAc_ac_c* item, int bitNo) {
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dComIfGs_onItem(bitNo, fopAcM_GetHomeRoomNo(item));
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}
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inline bool dComIfGs_isItem(int bitNo, int roomNo);
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inline bool fopAcM_isItem(const fopAc_ac_c* item, int bitNo) {
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return dComIfGs_isItem(bitNo, fopAcM_GetHomeRoomNo(item));
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}
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inline f32 fopAcM_searchActorDistanceY(const fopAc_ac_c* actorA, const fopAc_ac_c* actorB) {
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return actorB->mCurrent.mPosition.y - actorA->mCurrent.mPosition.y;
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}
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inline u16 fopAcM_GetSetId(const fopAc_ac_c* p_actor) {
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return p_actor->mSetID;
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}
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inline void dComIfGs_onActor(int bitNo, int roomNo);
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inline void fopAcM_onActor(const fopAc_ac_c* p_actor) {
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int setId = fopAcM_GetSetId(p_actor);
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dComIfGs_onActor(setId, fopAcM_GetHomeRoomNo(p_actor));
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}
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void* fopAcM_FastCreate(s16 pProcTypeID, FastCreateReqFunc param_2, void* param_3, void* pData);
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void fopAcM_setStageLayer(void* p_proc);
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@@ -428,6 +490,39 @@ s32 fopAcM_getWaterStream(const cXyz*, const cBgS_PolyInfo&, cXyz*, int*, int);
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s16 fopAcM_getPolygonAngle(const cBgS_PolyInfo&, s16);
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s16 fopAcM_getPolygonAngle(cM3dGPla const* param_0, s16 param_1);
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inline void make_prm_warp_hole(u32* actorParams, u8 p1, u8 p2, u8 p3) {
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u32 pp1 = (p3 << 0x8);
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u32 pp2 = (p2 << 0x10);
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u32 pp3 = (p1 << 0x1B) | 0x170000FF;
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*actorParams = pp2 | pp3 | pp1;
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}
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inline void make_prm_bokkuri(u32* pActorParams, csXyz* p_angle, u8 param_2, u8 param_3, u8 param_4,
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u8 param_5, u8 param_6) {
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p_angle->x = (param_4 << 0x8) | (param_3 & 0xFF);
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p_angle->z = (param_6 << 0xD) | (param_2 << 0x1) | param_5;
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}
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inline void* dComIfGp_getPlayer(int);
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inline s16 fopAcM_searchPlayerAngleY(const fopAc_ac_c* actor) {
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return fopAcM_searchActorAngleY(actor, (fopAc_ac_c*)dComIfGp_getPlayer(0));
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}
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inline f32 fopAcM_searchPlayerDistanceY(const fopAc_ac_c* actor) {
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return fopAcM_searchActorDistanceY(actor, (fopAc_ac_c*)dComIfGp_getPlayer(0));
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}
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inline f32 fopAcM_searchPlayerDistanceXZ2(const fopAc_ac_c* actor) {
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return fopAcM_searchActorDistanceXZ2(actor, (fopAc_ac_c*)dComIfGp_getPlayer(0));
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}
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inline f32 fopAcM_searchPlayerDistance(const fopAc_ac_c* actor) {
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return fopAcM_searchActorDistance(actor, (fopAc_ac_c*)dComIfGp_getPlayer(0));
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}
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extern "C" {
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void fopAcM_initManager__Fv(void);
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void fopAcM_CreateAppend__Fv(void);
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