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https://github.com/n64decomp/mk64
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Memory and Actor decomp (#201)
* Decomp more actors * Added editor config to prevent clrf * Memory and actor decomp * Update code_80296A50.c * Update code_80296A50.c
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+17
-1
@@ -20,6 +20,7 @@
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#define ACTOR_TRIPLE_GREEN_SHELL 0x15
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#define ACTOR_TRIPLE_RED_SHELL 0x16
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#define ACTOR_MARIO_RACEWAY_SIGN 0x17
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#define ACTOR_PALM_TREE 0x19
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#define ACTOR_WARIO_STADIUM_SIGN 0x23
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#define ACTOR_PADDLE_WHEEL_BOAT 0x26
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#define ACTOR_RAILROAD_CROSSING 0x27
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@@ -75,7 +76,8 @@ struct FallingRock {
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// 7230?
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// func_8029CF0C
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struct innerFR {
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Vec4s data;
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Vec3s data;
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u16 unk2;
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};
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typedef union {
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@@ -144,6 +146,20 @@ struct PiranhaPlant {
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/* 0x30 */ UnkActorInner unk30;
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}; // size = 0x70
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// Copied from PiranhaPlant, may not be accurate.
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struct PalmTree {
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/* 0x00 */ s16 type;
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/* 0x02 */ s16 flags;
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/* 0x04 */ Vec4s visibilityStates; // A per-camera visibilty state tracker
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/* 0x0C */ f32 boundingBoxSize;
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/* 0x10 */ Vec3s unk10;
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/* 0x16 */ s16 unk16;
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/* 0x18 */ Vec3f pos;
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/* 0x24 */ Vec4s timers; // A per-camera timer. Might be more appropriate to call this state
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/* 0x2C */ f32 unk_02C;
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/* 0x30 */ UnkActorInner unk30;
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}; // size = 0x70
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struct TripleShellParent {
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/* 0x00 */ s16 type;
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/* 0x02 */ s16 flags;
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