forked from Ports/perfect_dark
Rename a heap of collision detection functions
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@@ -629,6 +629,9 @@
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#define CDTYPE_DOORSLOCKEDTOAI 0x8000
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#define CDTYPE_ALL 0x003f
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#define CHECKVERTICAL_NO 0
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#define CHECKVERTICAL_YES 1
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#define CHOPPERMODE_PATROL 0
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#define CHOPPERMODE_COMBAT 1
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#define CHOPPERMODE_FALL 2
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@@ -1138,22 +1141,22 @@
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#define GBGAME_OTHER 0
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#define GBGAME_PD 2
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#define GEOFLAG_0001 0x0001
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#define GEOFLAG_0002 0x0002
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#define GEOFLAG_COLLISIONS 0x0004
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#define GEOFLAG_0008 0x0008
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#define GEOFLAG_OPAQUE 0x0010 // Block AI fire/sight
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#define GEOFLAG_LIFTFLOOR 0x0020
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#define GEOFLAG_LADDER 0x0040
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#define GEOFLAG_0080 0x0080
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#define GEOFLAG_0100 0x0100 // Editor: Low wall/edge
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#define GEOFLAG_UNDERWATER 0x0200
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#define GEOFLAG_0400 0x0400 // Unused
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#define GEOFLAG_AIBOTCROUCH 0x0800
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#define GEOFLAG_AIBOTDUCK 0x1000
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#define GEOFLAG_STEP 0x2000 // Ascend regardless of steepness
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#define GEOFLAG_DIE 0x4000
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#define GEOFLAG_CLIMBABLELEDGE 0x8000 // Used for most ledges in Chicago, but not near drain pickup
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#define GEOFLAG_FLOOR1 0x0001
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#define GEOFLAG_FLOOR2 0x0002
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#define GEOFLAG_WALL 0x0004
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#define GEOFLAG_BLOCK_SIGHT 0x0008
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#define GEOFLAG_BLOCK_SHOOT 0x0010
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#define GEOFLAG_LIFTFLOOR 0x0020
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#define GEOFLAG_LADDER 0x0040
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#define GEOFLAG_RAMPWALL 0x0080
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#define GEOFLAG_SLOPE 0x0100
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#define GEOFLAG_UNDERWATER 0x0200
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#define GEOFLAG_0400 0x0400 // Unused
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#define GEOFLAG_AIBOTCROUCH 0x0800
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#define GEOFLAG_AIBOTDUCK 0x1000
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#define GEOFLAG_STEP 0x2000 // Ascend regardless of steepness
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#define GEOFLAG_DIE 0x4000
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#define GEOFLAG_LADDER_PLAYERONLY 0x8000 // Used for most ledges in Chicago, but not near drain pickup
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#define GEOTYPE_TILE_I 0 // Tiles with integer vertices - used for BG
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#define GEOTYPE_TILE_F 1 // Tiles with float vertices - used for lifts
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