mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-09-06 18:01:01 -04:00
move more of d_save / d_com_inf_game (#141)
* some d_save matches / fixes * more d_save cleanup * fopAc_ac_c changes * move a bunch of d_save / d_com_inf_game stuff * format + remove asm * move bit labels to correct header * format * move d_item * fix check_itemno doc * move * fixes * getLayerNo_common_common almost matching just regalloc issues * small fixes * few more matches * fix
This commit is contained in:
@@ -545,7 +545,7 @@ public:
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/* 800BB084 */ void getBodyAngleXAtnActor(int);
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/* 800BB2B0 */ void setBodyAngleXReadyAnime(int);
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/* 800BB324 */ void setMagicArmorBrk(int);
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/* 800BB408 */ void checkMagicArmorHeavy() const;
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/* 800BB408 */ BOOL checkMagicArmorHeavy() const;
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/* 800BB4B8 */ void checkHeavyStateOn(int, int);
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/* 800BB644 */ void initGravity();
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/* 800BB770 */ void setSpecialGravity(f32, f32, int);
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@@ -577,7 +577,7 @@ public:
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/* 800BF9F0 */ void setItemActor();
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/* 800BFD74 */ void makeItemType();
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/* 800BFDB0 */ void checkZoraWearAbility() const;
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/* 800BFDFC */ void checkMagicArmorWearAbility() const;
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/* 800BFDFC */ BOOL checkMagicArmorWearAbility() const;
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/* 800BFE48 */ void loadAramBmd(u16, u32);
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/* 800BFF04 */ void loadAram(u16, u32);
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/* 800BFF70 */ void loadAramItemBrk(u16, J3DModel*);
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@@ -2156,7 +2156,7 @@ public:
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virtual bool getSwordChangeWaitTimer(void) const;
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virtual bool checkMetamorphose(void) const;
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virtual bool checkWolfDownAttackPullOut(void) const;
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virtual bool checkBootsOrArmorHeavy(void) const;
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virtual BOOL checkBootsOrArmorHeavy(void) const;
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virtual s32 getBottleOpenAppearItem(void) const;
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virtual bool checkItemSwordEquip(void) const;
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virtual float getSinkShapeOffset(void) const;
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@@ -2171,6 +2171,7 @@ public:
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// inlined version of checkModeFlg
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u32 i_checkModeFlg(u32 pFlag) const { return mModeFlg & pFlag; }
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bool checkUpperAnime(u16 pIdx) const { return mUpperAnime[UPPER_NOW].getIdx() == pIdx; }
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bool checkIronBallWaitAnime() const { return checkUpperAnime(0x19C); }
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static u8 const m_mainBckShield[80];
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static u8 const m_mainBckSword[20];
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@@ -2909,7 +2910,7 @@ public:
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private:
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/* 0x0000 */ fopAc_ac_c mActor;
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/* 0x0570 */ u8 field_0x570[0xCE4];
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/* 0x0568 */ u8 field_0x568[0xCEC];
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/* 0x1254 */ daPy_actorKeep_c mZeldaActorKeep;
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};
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@@ -2932,7 +2933,7 @@ public:
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private:
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/* 0x0000 */ fopAc_ac_c mActor;
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/* 0x0570 */ u8 field_0x570[0x324];
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/* 0x0568 */ u8 field_0x568[0x32C];
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/* 0x0894 */ u32 mStateFlg1;
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/* 0x0898 */ u32 mEndResetStateFlg0;
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};
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@@ -36,6 +36,26 @@ public:
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static u8 const m_data[56];
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private:
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#ifdef NONMATCHING
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/* 0x568 */ void* field_0x568;
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/* 0x56C */ request_of_phase_process_class* field_0x56c;
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/* 0x570 */ u8 field_0x578[4];
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/* 0x574 */ J3DModel* field_0x574;
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/* 0x578 */ mDoExt_btkAnm* field_0x578;
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/* 0x57C */ mDoExt_bpkAnm* field_0x57c;
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/* 0x580 */ mDoExt_brkAnm* field_0x580;
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/* 0x584 */ mDoExt_bckAnm* field_0x584;
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/* 0x588 */ mDoExt_btpAnm* field_0x588;
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/* 0x58C */ dBgS_ObjAcch field_0x58c;
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/* 0x764 */ dBgS_AcchCir field_0x764;
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/* 0x7A4 */ dCcD_Stts field_0x7a4;
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/* 0x7E0 */ dCcD_Cyl field_0x7e0;
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/* 0x91C */ u32 field_0x91c;
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/* 0x920 */ u8 field_0x920[0xA];
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/* 0x92A */ u8 m_itemNo;
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/* 0x92B */ u8 field_0x92b;
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#endif
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u8 unk0[0x92a];
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u8 mItemNo;
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u8 unk2347;
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@@ -126,6 +126,7 @@ private:
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class daPy_py_c : public fopAc_ac_c {
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public:
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/* 0x0568 */ u8 field_0x568[8];
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/* 0x0570 */ int mNoResetFlg0;
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/* 0x0574 */ int mNoResetFlg1;
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/* 0x0578 */ int mNoResetFlg2;
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@@ -399,8 +400,11 @@ public:
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int i_checkNoResetFlg1(daPy_FLG1 pFlag) const { return mNoResetFlg1 & pFlag; }
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int i_checkNoResetFlg2(daPy_FLG2 pFlag) const { return mNoResetFlg2 & pFlag; }
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void i_onNoResetFlg0(int pFlg) { mNoResetFlg0 |= pFlg; }
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void i_onNoResetFlg3(int pFlg) { mNoResetFlg3 |= pFlg; }
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void i_offNoResetFlg3(int pFlg) { mNoResetFlg3 &= ~pFlg; }
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void i_onEndResetFlg1(daPy_ERFLG1 pFlg) { mEndResetFlg1 |= pFlg; }
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int i_checkWolf() { return i_checkNoResetFlg1(Wolf); }
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BOOL i_checkEquipHeavyBoots() const { return i_checkNoResetFlg0(EquipHeavyBoots); }
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static u8 m_midnaActor[4];
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};
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