Merge branch 'main' into decomp/MapManager

This commit is contained in:
SammygoodTunes
2025-04-01 21:25:38 +02:00
committed by GitHub
172 changed files with 1508 additions and 779 deletions
+2 -2
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@@ -318,8 +318,8 @@ ARM void Actor::SetTransform(Transform *transform) {
ARM void Actor::vfunc_a8() {}
ARM void Actor::func_Ov00_020c1bfc(s32 param1) {
gMapManager->func_ov00_02084be0(mUnk_020.mUnk_0a[param1], mUnk_020.mUnk_08[param1]);
ARM bool Actor::func_ov00_020c1bfc(s32 param1) {
return gMapManager->func_ov00_02084be0(mUnk_020.mUnk_0a[param1], mUnk_020.mUnk_08[param1]);
}
ARM void Actor::func_ov00_020c1c20(s32 param1, unk32 param2) {
@@ -0,0 +1,85 @@
#include "Actor/Dungeon/ActorActionObject.hpp"
#include "Map/MapManager.hpp"
#include "Player/LinkStateBase.hpp"
#include "Player/PlayerLinkBase.hpp"
#include "Save/AdventureFlags.hpp"
#pragma section sbss begin
ActorType ActorActionObject::gType = ActorType(ActorTypeId_ActionObject, (ActorCreateFunc) ActorActionObject::Create, NULL);
#pragma section sbss end
extern u32 **data_027e0fe0[];
ARM ActorActionObject *ActorActionObject::Create() {
return new(*data_027e0fe0[0], 4) ActorActionObject();
}
ARM ActorActionObject::ActorActionObject() {}
ARM ActorActionObject::~ActorActionObject() {}
// non-matching
ARM bool ActorActionObject::vfunc_08() {
mGravity = 0;
mHitbox.pos = gVec3p_ZERO;
mHitbox.size = -1;
mUnk_08c.pos = mHitbox.pos;
mUnk_08c.size = mHitbox.size;
mUnk_0a4.mUnk_04 = gVec3p_ZERO;
mUnk_0a4.mUnk_10 = -1;
mVisible = false;
mUnk_130 = 0;
return true;
}
ARM void ActorActionObject::vfunc_14(u32 param1) {
if (!this->func_ov00_020c313c(param1)) {
return;
}
u32 flag = mUnk_020.mUnk_00[2];
bool bVar3;
switch (mUnk_020.mUnk_00[0]) {
case 0: bVar3 = true; break;
case 1:
if (gPlayerLink->mGrabActor.id != -1 && gPlayerLink->GetStateId() == LinkStateId_Move) {
bVar3 = true;
} else {
bVar3 = false;
}
break;
case 2:
if (gPlayerLink->mGrabActor.id == -1 && gPlayerLink->GetStateId() == LinkStateId_Move) {
bVar3 = true;
} else {
bVar3 = false;
}
break;
default: bVar3 = false; break;
}
if (!bVar3) {
return;
}
if (!gMapManager->func_ov00_020836dc((u32) mUnk_020.mUnk_00[1], 0)) {
return;
}
if (mUnk_020.mUnk_0a[0] != 0 && !this->func_ov00_020c1bfc(0)) {
return;
}
if (flag != 0 && !gAdventureFlags->Get(flag)) {
return;
}
PlayerLinkBase *link = gPlayerLink;
if (link != NULL && link->vfunc_18(7)) {
if (mUnk_020.mUnk_00[3] == 1) {
link->func_ov000_020bcf50(&mPos, 0x800);
}
this->func_ov00_020c1c20(1, 1);
this->Kill();
}
}
ARM void ActorActionObject::vfunc_18(u32 param1) {
this->func_ov00_020c313c(param1);
}
+1 -1
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@@ -8,6 +8,6 @@ bool ActorEventIcon::vfunc_08() {}
void ActorEventIcon::vfunc_14(u32 param1) {}
void ActorEventIcon::vfunc_18(u32 param1) {}
u32 ActorEventIcon::func_ov000_02090648(u32 param1) {}
bool func_ov000_02090774(u32 param1) {}
bool ActorEventIcon::func_ov000_02090774(u32 param1) {}
void ActorEventIcon::vfunc_1c(u16 *param1) {}
ActorEventIcon::~ActorEventIcon() {}
+14
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@@ -0,0 +1,14 @@
#include "Actor/Navi/ActorForceNavi.hpp"
#pragma section sbss begin
ActorType ActorForceNavi::gType = ActorType(ActorTypeId_ForceNavi, (ActorCreateFunc) ActorForceNavi::Create, NULL);
#pragma section sbss end
extern u32 **data_027e0fe0[];
ActorForceNavi *ActorForceNavi::Create() {
return new(*data_027e0fe0[0], 4) ActorForceNavi();
}
ARM FairyId ActorForceNavi::GetFairyId() {
return FairyId_Power;
}
+32
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@@ -0,0 +1,32 @@
#include "Actor/Navi/ActorNavi.hpp"
#include "Player/EquipHammer.hpp"
ActorType ActorNavi::gType = ActorType(ActorTypeId_Navi, (ActorCreateFunc) ActorNavi::Create, NULL);
UnkStruct_ov000_020b8110 data_ov000_020ee1cc;
ActorNavi *ActorNavi::Create() {}
UnkStruct_ov000_020b8110::UnkStruct_ov000_020b8110() :
UnkStruct_ov000_020beba8(7) {}
UnkStruct_ov000_020b8110::~UnkStruct_ov000_020b8110() {}
void UnkStruct_ov000_020b8110::vfunc_08(unk16 *param1) {}
void UnkStruct_ov000_020b8110::vfunc_18(s32 *param1) {}
void UnkStruct_ov000_020b8110::vfunc_14(u16 *param1) {}
void ActorNavi::func_ov000_020b8200() {}
void ActorNavi::vfunc_c4() {}
void ActorNavi::vfunc_c8() {}
FairyId ActorNavi::GetFairyId() {}
s32 ActorNavi::vfunc_b8() {}
void ActorNavi::vfunc_d4() {}
void ActorNavi::vfunc_d0() {}
void ActorNavi::SetActive(bool active) {}
void ActorNavi::vfunc_e0() {}
void ActorNavi::vfunc_d8() {}
void ActorNavi::vfunc_20(bool param1) {}
bool ActorNavi::vfunc_cc(unk32 *param1) {}
bool ActorNavi::vfunc_c0(Vec3p *param1) {}
void ActorNavi::vfunc_e8() {}
bool ActorNavi::vfunc_8c() {}
void ActorNavi::vfunc_ec() {}
EquipHammer *GetEquipHammer() {}
void ActorNavi::func_ov000_020b853c() {}
ActorNavi::~ActorNavi() {}
@@ -0,0 +1,14 @@
#include "Actor/Navi/ActorWisdomNavi.hpp"
#pragma section sbss begin
ActorType ActorWisdomNavi::gType = ActorType(ActorTypeId_WisdomNavi, (ActorCreateFunc) ActorWisdomNavi::Create, NULL);
#pragma section sbss end
extern u32 **data_027e0fe0[];
ARM ActorWisdomNavi *ActorWisdomNavi::Create() {
return new(*data_027e0fe0[0], 4) ActorWisdomNavi();
}
ARM FairyId ActorWisdomNavi::GetFairyId() {
return FairyId_Wisdom;
}
+1 -1
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@@ -126,7 +126,7 @@ ARM FairyId ItemManager::GetEquippedFairy() const {
return fairy;
}
ARM ActorNavi *ItemManager::GetFairy(FairyId id) const {
ARM ActorNaviBase *ItemManager::GetFairy(FairyId id) const {
return mFairies[id];
}
+1 -1
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@@ -20,7 +20,7 @@ bool PlayerLinkBase::func_ov000_020bba00() {}
bool PlayerLinkBase::func_ov000_020bba14() {}
bool PlayerLinkBase::func_ov000_020bba28() {}
void PlayerLinkBase::func_ov000_020bba48() {}
void PlayerLinkBase::vfunc_18(s32 param1) {}
bool PlayerLinkBase::vfunc_18(s32 param1) {}
bool PlayerLinkBase::CanMove() {}
bool PlayerLinkBase::vfunc_58() {}
bool PlayerLinkBase::vfunc_5c() {}