36 colliderID =
test_ray_colliders(
ignoreFlags,
sx,
sy,
sz, 0.0f, -1.0f, 0.0f, &
cHitX, &
cHitY, &
cHitZ, &
cHitDepth, &
cHitNx, &
cHitNy, &
cHitNz);
38 entityID =
test_ray_entities(*startX, *startY, *
startZ, 0.0f, -1.0f, 0.0f, &
eHitX, &
eHitY, &
eHitZ, &
eHitDepth, &
eHitNx, &
eHitNy, &
eHitNz);
302 ret =
test_ray_colliders(
ignoreFlags,
sx,
sy,
sz, 0.0f, 1.0f, 0.0f, &
cHitX, &
cHitY, &
cHitZ, &
cHitDepth, &
cHitNx, &
cHitNy, &
cHitNz);
305 entityID =
test_ray_entities(
sx,
sy,
sz, 0.0f, 1.0f, 0.0f, &
eHitX, &
eHitY, &
eHitZ, &
eHitDepth, &
eHitNx, &
eHitNy, &
eHitNz);
351 colliderID =
test_ray_colliders(
ignoreFlags,
sx,
sy,
sz, 0.0f, 1.0f, 0.0f, &
hitX, &
hitY, &
hitZ, &
hitDepth, &
hitNx, &
hitNy, &
hitNz);
361 entityID =
test_ray_entities(*x, *y, *z, 0.0f, 1.0f, 0.0f, &
hitX, &
hitY, &
hitZ, &
hitDepth, &
hitNx, &
hitNy, &
hitNz);
495 temp_f22 = length + radius + (radius * 0.5f);
628 startY = *y + height - 1.0f;
646 startY = *y + 15.01f;
655 startY = *y + 10.01f;
BSS s32 PopupMenu_SelectedIndex
Vec3f playerGroundTraceNormal
Vec3f playerGroundTraceAngles
#define npc_raycast_down_sides
@ COLLISION_ONLY_ENTITIES
@ COLLISION_IGNORE_ENTITIES
s32 test_ray_entities(f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32 *hitX, f32 *hitY, f32 *hitZ, f32 *hitDepth, f32 *hitNx, f32 *hitNy, f32 *hitNz)
Test a general ray from a given starting position and direction against all entities.
s32 test_ray_colliders(s32 ignoreFlags, f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32 *hitX, f32 *hitY, f32 *hitZ, f32 *hitDepth, f32 *hitNx, f32 *hitNy, f32 *hitNz)
void sin_cos_rad(f32 rad, f32 *outSinTheta, f32 *outCosTheta)
HitID npc_raycast_up_corner(s32 ignoreFlags, f32 *x, f32 *y, f32 *z, f32 *length)
s32 NpcHitQueryBehindLeftY
b32 npc_test_move_simple_without_slipping(s32 ignoreFlags, f32 *x, f32 *y, f32 *z, f32 length, f32 yaw, f32 height, f32 radius)
PlayerStatus * gPlayerStatusPtr
HitID npc_raycast_down(s32 ignoreFlags, f32 *startX, f32 *startY, f32 *startZ, f32 *hitDepth)
b32 npc_test_move_simple_with_slipping(s32 ignoreFlags, f32 *x, f32 *y, f32 *z, f32 length, f32 yaw, f32 height, f32 radius)
s32 npc_test_move_without_slipping(s32 ignoreFlags, f32 *x, f32 *y, f32 *z, f32 length, f32 yaw, f32 radius)
s32 NpcHitQueryColliderID
s32 NpcHitQueryBehindRightY
s32 NpcHitQueryAheadCollider
b32 npc_raycast_up(s32 ignoreFlags, f32 *startX, f32 *startY, f32 *startZ, f32 *hitDepth)
void npc_get_slip_vector(f32 *outX, f32 *outZ, f32 aX, f32 aZ, f32 bX, f32 bZ)
b32 npc_raycast_down_around(s32 ignoreFlags, f32 *posX, f32 *posY, f32 *posZ, f32 *hitDepth, f32 yaw, f32 radius)
HitID npc_raycast_up_corners(s32 ignoreFlags, f32 *posX, f32 *posY, f32 *posZ, f32 *hitDepth, f32 yaw, f32 radius)
s32 NpcHitQueryBehindCollider
HitID npc_raycast_general(s32 flags, f32 startX, f32 startY, f32 startZ, f32 dirX, f32 dirY, f32 dirZ, f32 *hitX, f32 *hitY, f32 *hitZ, f32 *outDepth, f32 *hitNx, f32 *hitNy, f32 *hitNz)
HitID npc_test_move_with_slipping(s32 ignoreFlags, f32 *x, f32 *y, f32 *z, f32 length, f32 yaw, f32 radius)
b32 npc_test_move_taller_with_slipping(s32 ignoreFlags, f32 *x, f32 *y, f32 *z, f32 length, f32 yaw, f32 height, f32 radius)
s32 npc_test_move_complex_with_slipping(s32 ignoreFlags, f32 *x, f32 *y, f32 *z, f32 length, f32 yaw, f32 height, f32 radius)
#define COLLISION_WITH_ENTITY_BIT
GameStatus * gGameStatusPtr
PlayerStatus gPlayerStatus