mirror of
https://github.com/MonsterDruide1/OdysseyDecomp
synced 2026-04-23 09:04:21 +00:00
426 lines
13 KiB
C++
426 lines
13 KiB
C++
#include "Library/Player/PlayerUtil.h"
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#include "Library/Controller/PadRumbleDirector.h"
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#include "Library/LiveActor/ActorClippingFunction.h"
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#include "Library/LiveActor/ActorFlagFunction.h"
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#include "Library/LiveActor/ActorModelFunction.h"
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#include "Library/LiveActor/ActorMovementFunction.h"
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#include "Library/LiveActor/ActorPoseUtil.h"
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#include "Library/LiveActor/ActorSceneInfo.h"
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#include "Library/LiveActor/ActorSensorUtil.h"
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#include "Library/LiveActor/LiveActor.h"
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#include "Library/Player/PlayerHolder.h"
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#include "Project/Controller/PadRumbleKeeper.h"
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namespace al {
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s32 getPlayerNumMax(const LiveActor* actor) {
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return getPlayerNumMax(actor->getSceneInfo()->playerHolder);
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}
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s32 getPlayerNumMax(const PlayerHolder* holder) {
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return holder->getPlayerNum();
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}
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s32 getAlivePlayerNum(const LiveActor* actor) {
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return getAlivePlayerNum(actor->getSceneInfo()->playerHolder);
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}
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s32 getAlivePlayerNum(const PlayerHolder* holder) {
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s32 playerNum = getPlayerNumMax(holder);
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s32 alivePlayers = 0;
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for (s32 i = 0; i < playerNum; i++) {
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LiveActor* player = getPlayerActor(holder, i);
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if (isAlive(player))
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alivePlayers++;
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}
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return alivePlayers;
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}
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LiveActor* getPlayerActor(const LiveActor* actor, s32 index) {
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return getPlayerActor(actor->getSceneInfo()->playerHolder, index);
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}
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LiveActor* getPlayerActor(const PlayerHolder* holder, s32 index) {
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return tryGetPlayerActor(holder, index);
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}
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const sead::Vector3f& getPlayerPos(const LiveActor* actor, s32 index) {
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return getPlayerPos(actor->getSceneInfo()->playerHolder, index);
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}
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const sead::Vector3f& getPlayerPos(const PlayerHolder* holder, s32 index) {
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return getTrans(getPlayerActor(holder, index));
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}
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LiveActor* tryGetPlayerActor(const LiveActor* actor, s32 index) {
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return tryGetPlayerActor(actor->getSceneInfo()->playerHolder, index);
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}
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LiveActor* tryGetPlayerActor(const PlayerHolder* holder, s32 index) {
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return holder->tryGetPlayer(index);
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}
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bool isPlayerDead(const LiveActor* actor, s32 index) {
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return isPlayerDead(actor->getSceneInfo()->playerHolder, index);
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}
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bool isPlayerDead(const PlayerHolder* holder, s32 index) {
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return isDead(getPlayerActor(holder, index));
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}
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bool isPlayerAreaTarget(const LiveActor* actor, s32 index) {
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return isPlayerAreaTarget(actor->getSceneInfo()->playerHolder, index);
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}
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bool isPlayerAreaTarget(const PlayerHolder* holder, s32 index) {
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return isAreaTarget(getPlayerActor(holder, index));
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}
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LiveActor* tryFindAlivePlayerActorFirst(const LiveActor* actor) {
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return tryFindAlivePlayerActorFirst(actor->getSceneInfo()->playerHolder);
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}
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LiveActor* tryFindAlivePlayerActorFirst(const PlayerHolder* holder) {
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u32 playerNum = getPlayerNumMax(holder);
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for (u32 i = 0; i < playerNum; i++) {
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LiveActor* player = holder->tryGetPlayer(i);
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if (!isDead(player))
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return player;
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}
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return nullptr;
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}
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LiveActor* findAlivePlayerActorFirst(const LiveActor* actor) {
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return findAlivePlayerActorFirst(actor->getSceneInfo()->playerHolder);
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}
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LiveActor* findAlivePlayerActorFirst(const PlayerHolder* holder) {
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return tryFindAlivePlayerActorFirst(holder);
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}
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static inline PadRumbleKeeper* getPlayerPadRumbleKeeper(const PlayerHolder* holder, s32 index) {
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return holder->getPadRumbleKeeper(index);
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}
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PadRumbleKeeper* getPlayerPadRumbleKeeper(const LiveActor* actor, s32 index) {
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return getPlayerPadRumbleKeeper(actor->getSceneInfo()->playerHolder, index);
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}
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s32 getPlayerPort(const PlayerHolder* holder, s32 index) {
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return getPlayerPadRumbleKeeper(holder, index)->getPort();
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}
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s32 getPlayerPort(const LiveActor* actor, s32 index) {
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return getPlayerPort(actor->getSceneInfo()->playerHolder, index);
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}
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LiveActor* findAlivePlayerActorFromPort(const PlayerHolder* holder, s32 port) {
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return tryFindAlivePlayerActorFromPort(holder, port);
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}
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LiveActor* tryFindAlivePlayerActorFromPort(const PlayerHolder* holder, s32 port) {
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s32 playerNum = getPlayerNumMax(holder);
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for (s32 i = 0; i < playerNum; i++) {
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LiveActor* player = tryGetPlayerActor(holder, i);
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if (getPlayerPort(player, i) == port && !isPlayerDead(player, i))
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return player;
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}
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return nullptr;
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}
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LiveActor* findAlivePlayerActorFromPort(const LiveActor* actor, s32 port) {
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return tryFindAlivePlayerActorFromPort(actor, port);
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}
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LiveActor* tryFindAlivePlayerActorFromPort(const LiveActor* actor, s32 port) {
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return tryFindAlivePlayerActorFromPort(actor->getSceneInfo()->playerHolder, port);
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}
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s32 findNearestPlayerIdCondition(const LiveActor* actor, const sead::Vector3f& pos,
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bool (*condition)(const LiveActor*), f32 threshold) {
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PlayerHolder* holder = actor->getSceneInfo()->playerHolder;
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s32 playerNum = getPlayerNumMax(holder);
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f32 minDistance = sead::Mathf::maxNumber();
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s32 nearestPlayerId = -1;
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for (s32 i = 0; i < playerNum; i++) {
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LiveActor* player = holder->getPlayer(i);
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if (!player || condition(player))
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continue;
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const sead::Vector3f& playerPos = getTrans(player);
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f32 distance = (playerPos - pos).squaredLength();
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if (distance < minDistance) {
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minDistance = distance;
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nearestPlayerId = i;
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}
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}
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if (threshold * threshold < minDistance && threshold > 0.0f)
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return -1;
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return nearestPlayerId;
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}
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s32 findNearestPlayerId(const LiveActor* actor, f32 threshold) {
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return findNearestPlayerIdCondition(actor, getTrans(actor), &isDead, threshold);
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}
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LiveActor* findNearestPlayerActor(const LiveActor* actor) {
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return getPlayerActor(actor, findNearestPlayerId(actor, -1.0f));
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}
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LiveActor* tryFindNearestPlayerActor(const LiveActor* actor) {
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s32 nearestPlayerId = findNearestPlayerId(actor, -1.0f);
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if (nearestPlayerId < 0)
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return nullptr;
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return getPlayerActor(actor, nearestPlayerId);
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}
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const sead::Vector3f& findNearestPlayerPos(const LiveActor* actor) {
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return getPlayerPos(actor, findNearestPlayerId(actor, -1.0f));
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}
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bool tryFindNearestPlayerPos(sead::Vector3f* pos, const LiveActor* actor) {
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s32 nearestPlayerId = findNearestPlayerId(actor, -1.0f);
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if (nearestPlayerId < 0)
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return false;
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LiveActor* player = getPlayerActor(actor, nearestPlayerId);
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if (!player)
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return false;
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*pos = getTrans(player);
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return true;
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}
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// NON_MATCHING: regalloc (https://decomp.me/scratch/XLeWX)
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bool tryFindNearestPlayerDisatanceFromTarget(f32* distance, const LiveActor* actor,
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const sead::Vector3f& target) {
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s32 nearestPlayerId = findNearestPlayerIdCondition(actor, target, &isDead, -1.0f);
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if (nearestPlayerId < 0)
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return false;
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LiveActor* player = getPlayerActor(actor, nearestPlayerId);
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if (!player)
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return false;
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*distance = (getTrans(player) - target).length();
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return true;
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}
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bool isNearPlayer(const LiveActor* actor, f32 threshold) {
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return findNearestPlayerId(actor, threshold) >= 0;
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}
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// BUG: This only checks the nearest player (overall), not all players
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bool isNearPlayerH(const LiveActor* actor, f32 threshold) {
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s32 nearestPlayerId = findNearestPlayerId(actor, -1.0f);
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if (nearestPlayerId < 0)
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return false;
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sead::Vector3f playerPos = getPlayerPos(actor, nearestPlayerId);
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sead::Vector3f diff = playerPos - getTrans(actor);
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f32 hDiff = diff.dot(getGravity(actor));
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return (diff - getGravity(actor) * hDiff).length() <= threshold;
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}
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// BUG: This only checks the nearest player (overall), not all players
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bool isNearPlayerHCondition(const LiveActor* actor, f32 threshold,
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bool (*condition)(const LiveActor*)) {
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s32 nearestPlayerId = findNearestPlayerIdCondition(actor, getTrans(actor), condition, -1.0f);
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if (nearestPlayerId < 0)
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return false;
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return calcDistanceH(getPlayerActor(actor, nearestPlayerId), actor) <= threshold;
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}
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const sead::Vector3f& getFarPlayerPosMaxX(const LiveActor* actor) {
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PlayerHolder* holder = actor->getSceneInfo()->playerHolder;
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getTrans(actor);
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const LiveActor* farPlayer = nullptr;
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f32 maxX = -1.0f;
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for (s32 i = 0; i < getPlayerNumMax(holder); i++) {
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LiveActor* player = holder->getPlayer(i);
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if (!farPlayer || maxX < getTrans(player).x) {
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maxX = getTrans(player).x;
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farPlayer = player;
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}
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}
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return getTrans(farPlayer);
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}
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const sead::Vector3f& getFarPlayerPosMinX(const LiveActor* actor) {
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PlayerHolder* holder = actor->getSceneInfo()->playerHolder;
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getTrans(actor);
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const LiveActor* farPlayer = nullptr;
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f32 minX = -1.0f;
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for (s32 i = 0; i < getPlayerNumMax(holder); i++) {
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LiveActor* player = holder->getPlayer(i);
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if (!farPlayer || getTrans(player).x < minX) {
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minX = getTrans(player).x;
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farPlayer = player;
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}
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}
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return getTrans(farPlayer);
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}
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u32 calcPlayerListOrderByDistance(const LiveActor* actor, const LiveActor** actorList, u32 size) {
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u32 playerNum = getPlayerNumMax(actor);
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const sead::Vector3f& pos = getTrans(actor);
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f32 distances[64];
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for (s32 i = 0; i != (s32)playerNum; i++) {
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LiveActor* player = getPlayerActor(actor, i);
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f32 distance = sead::Mathf::maxNumber();
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if (!isDead(player)) {
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sead::Vector3f playerPos = getTrans(player);
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distance = (playerPos - pos).squaredLength();
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}
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distances[i] = distance;
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}
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for (s32 i = 0; (u32)i < size; i++) {
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f32 min_distance = sead::Mathf::maxNumber();
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s32 min_index = -1;
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for (u32 j = 0; j < playerNum; j++) {
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if (distances[j] <= min_distance) {
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min_distance = distances[j];
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min_index = j;
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}
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}
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if (min_index == -1)
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return i;
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actorList[i] = getPlayerActor(actor, min_index);
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distances[min_index] = sead::Mathf::maxNumber();
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}
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return size;
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}
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// TODO: flag-loop issue, this shouldn't be written like this
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static s32 blackBox(s32 value) {
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__asm__("" : "+r"(value));
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return value;
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}
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u32 calcAlivePlayerActor(const LiveActor* actor, const LiveActor** actorList, u32 size) {
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u32 playerNum = getPlayerNumMax(actor);
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s32 flag = 2;
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u32 result;
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u32 resultNum = 0;
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if (playerNum != 0) {
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for (u32 i = 0; i < playerNum; i++) {
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LiveActor* player = getPlayerActor(actor, i);
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if (!isDead(player)) {
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actorList[resultNum] = player;
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resultNum++;
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if (resultNum >= size) {
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result = size;
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flag = 1;
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} else {
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flag = 0;
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}
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} else {
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flag = 4;
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}
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if ((blackBox(flag | 4) & 7) != 4)
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goto end;
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}
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flag = 2;
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}
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end:
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if (flag != 2)
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resultNum = result;
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return resultNum;
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}
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LiveActor* tryFindNearestPlayerActorCondition(const LiveActor* actor,
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bool (*condition)(const LiveActor*)) {
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s32 nearestPlayerId = findNearestPlayerIdCondition(actor, getTrans(actor), condition, -1.0f);
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if (nearestPlayerId < 0)
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return nullptr;
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return getPlayerActor(actor, nearestPlayerId);
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}
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bool tryFindNearestPlayerPosCondition(sead::Vector3f* pos, const LiveActor* actor,
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bool (*condition)(const LiveActor*)) {
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LiveActor* nearestPlayer = tryFindNearestPlayerActorCondition(actor, condition);
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if (!nearestPlayer)
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return false;
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*pos = getTrans(nearestPlayer);
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return true;
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}
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bool isResetablePlayerPos(const LiveActor* actor, const sead::Vector3f& pos, f32 clippingRadius,
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f32 threshold) {
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if (isJudgedToClipFrustum(actor, pos, clippingRadius, 300.0f) &&
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!isNearPlayer(actor, threshold))
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return true;
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return false;
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}
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bool isResetablePlayerPos(const LiveActor* actor, f32 threshold) {
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return isResetablePlayerPos(actor, getTrans(actor), getClippingRadius(actor), threshold);
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}
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void faceToPlayer(LiveActor* actor) {
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sead::Vector3f dir;
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calcDirToActorH(&dir, actor, getPlayerActor(actor, 0));
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faceToDirection(actor, dir);
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}
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} // namespace al
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namespace alPlayerFunction {
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void registerPlayer(al::LiveActor* actor, al::PadRumbleKeeper* padRumbleKeeper) {
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return actor->getSceneInfo()->playerHolder->registerPlayer(actor, padRumbleKeeper);
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}
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bool isFullPlayerHolder(al::LiveActor* actor) {
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return actor->getSceneInfo()->playerHolder->isFull();
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}
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s32 findPlayerHolderIndex(const al::LiveActor* actor) {
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al::PlayerHolder* playerHolder = actor->getSceneInfo()->playerHolder;
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s32 playerNum = playerHolder->getPlayerNum();
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for (s32 i = 0; i < playerNum; i++)
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if (playerHolder->getPlayer(i) == actor)
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return i;
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return 0;
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}
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s32 findPlayerHolderIndex(const al::HitSensor* sensor) {
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return findPlayerHolderIndex(al::getSensorHost(sensor));
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}
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bool isPlayerActor(const al::LiveActor* actor) {
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al::PlayerHolder* playerHolder = actor->getSceneInfo()->playerHolder;
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s32 playerNum = playerHolder->getPlayerNum();
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for (s32 i = 0; i < playerNum; i++)
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if (playerHolder->getPlayer(i) == actor)
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return true;
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return false;
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}
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bool isPlayerActor(const al::HitSensor* sensor) {
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return isPlayerActor(al::getSensorHost(sensor));
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}
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} // namespace alPlayerFunction
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