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https://github.com/zeldaret/ph
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ActorSpawner 99%
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@@ -35,8 +35,8 @@ struct Actor_UnkStruct_020 {
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/* 08 */ u8 mUnk_08[2];
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/* 0a */ u8 mUnk_0a[2];
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/* 0c */ unk8 mUnk_0c;
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/* 0d */ unk8 mUnk_0d;
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/* 0e */ unk8 mUnk_0e;
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/* 0d */ u8 mUnk_0d;
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/* 0e */ u8 mUnk_0e;
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/* 0f */ unk8 mUnk_0f;
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/* 10 */ unk32 mUnk_10;
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/* 14 */
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@@ -110,8 +110,7 @@ public:
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/* 012 */ unk16 mUnk_012;
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/* 014 */ Vec3p mUnk_014;
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/* 020 */ Actor_UnkStruct_020 mUnk_020;
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/* 034 */ unk32 mUnk_034;
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/* 038 */ unk32 mUnk_038;
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/* 034 */ ActorRef mUnk_034;
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/* 03c */ unk32 mUnk_03c;
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/* 040 */ ActorRef mUnk_040;
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/* 048 */ Vec3p mPos;
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@@ -5,10 +5,23 @@
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#include "global.h"
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#include "types.h"
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#include "Actor/Actor.hpp"
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#include "Actor/ActorRef.hpp"
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#include "Actor/ActorType.hpp"
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#include "System/SysNew.hpp"
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class ActorSpawner {
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struct ActorSpawnOptions {
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/* 00 */ Actor_UnkStruct_020 mUnk_00;
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/* 14 */ s16 mAngle;
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/* 16 */ unk8 mUnk_16[0x2];
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/* 18 */ unk32 mUnk_18;
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/* 1c */ ActorRef mUnk_1c;
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/* 24 */ unk32 mUnk_24;
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/* 28 */ unk32 mUnk_28;
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/* 2c */
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};
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class ActorSpawner : public SysObject {
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public:
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/* 0 (empty) */
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@@ -18,8 +31,8 @@ public:
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~ActorSpawner();
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void func_ov000_020c4014();
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void func_ov000_020c4018();
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Actor *CreateActor(ActorTypeId type);
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s32 Spawn(ActorTypeId type, Vec3p *pos, void *param3, ActorRef *ref);
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Actor *CreateActor(ActorTypeId typeId);
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s32 Spawn(ActorTypeId type, Vec3p *pos, ActorSpawnOptions *param3, ActorRef *ref);
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};
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extern ActorSpawner *gActorSpawner;
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