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https://github.com/TwilitRealm/dusklight
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Stable game ABI: Use PARTIAL_DEBUG
To make sure that mods can work across debug and release build, we can utilize PARTIAL_DEBUG to enable only DEBUG changes that affect struct and vtable layout
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@@ -48,6 +48,8 @@ public:
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/* 0x1370 */ Z2FxLineMgr mFxLineMgr;
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#if DEBUG
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/* 0x13BC */ Z2DebugSys mDebugSys;
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#elif PARTIAL_DEBUG
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alignas(Z2DebugSys) u8 mDebugSys[sizeof(Z2DebugSys)];
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#endif
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}; // Size: 0x138C
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@@ -194,7 +194,7 @@ public:
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JAISoundHandle* getMainBgmHandle() { return &mMainBgmHandle; }
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JAISoundHandle* getSubBgmHandle() { return &mSubBgmHandle; }
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#if DEBUG
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#if PARTIAL_DEBUG || DEBUG
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f32 field_0x00_debug;
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u8 field_0x04_debug;
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#endif
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@@ -100,13 +100,13 @@ public:
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bool isForceBattle() { return forceBattle_; }
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JSUList<Z2CreatureEnemy>* getEnemyList() { return &field_0x0; }
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#if DEBUG
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#if PARTIAL_DEBUG || DEBUG
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JSUList<Z2SoundObjBase>* getAllList() { return &allList_; }
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#endif
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private:
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/* 0x00 */ JSUList<Z2CreatureEnemy> field_0x0;
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#if DEBUG
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#if PARTIAL_DEBUG || DEBUG
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/* 0x0C */ JSUList<Z2SoundObjBase> allList_;
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#endif
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/* 0x0C */ Z2EnemyArea enemyArea_;
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@@ -7,7 +7,7 @@
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struct Z2SoundStarter;
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class Z2SoundObjBase : public Z2SoundHandles
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#if DEBUG
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#if PARTIAL_DEBUG || DEBUG
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, public JSULink<Z2SoundObjBase>
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#endif
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{
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