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https://github.com/zeldaret/ph
synced 2026-09-03 18:03:46 -04:00
PlayerBase OK (#126)
* Map symbol in Game * PlayerBase OK * Fix ActorRefill * Fix MapManager * Mark PlayerBase as complete * Fix MapManager
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@@ -0,0 +1,11 @@
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#pragma once
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#include "global.h"
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#include "types.h"
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struct UnkStruct_027e0e58 {
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void func_ov000_0207c5d4(unk32 param1, bool param2);
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void func_ov000_0207c1b0(unk32 param1, Vec3p *param2, unk32 param3, unk32 param4, unk32 param5);
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};
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extern UnkStruct_027e0e58 *data_027e0e58;
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@@ -12,6 +12,8 @@ public:
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/* 8 */ void *mUnk_8;
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/* c */
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void func_ov000_0208ae94();
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void func_ov000_0208b13c();
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unk32 func_ov000_0208b180();
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};
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@@ -15,4 +15,14 @@ public:
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/* 0f */ // unk8 mUnk_0f;
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/* 10 */ s32 mUnk_10;
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/* 14 */
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inline Entrance() :
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mId(0xff),
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mUnk_10(0) {}
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inline Entrance(const Entrance &other) :
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mPos(other.mPos),
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mAngle(other.mAngle),
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mId(other.mId),
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mUnk_10(other.mUnk_10) {}
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};
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@@ -19,4 +19,5 @@ struct Cylinder {
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}
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bool Overlaps(Cylinder *other);
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bool func_ov000_0208f030(Vec3p *param1, Vec3p *param2, s32 param3);
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};
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@@ -4,10 +4,11 @@
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#include "Player/EquipItem.hpp"
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class EquipShield {
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private:
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class EquipShield : public EquipItem {
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public:
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/* 00 (base) */
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/* 09 */ unk8 mUnk_09[7];
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/* 09 */ unk8 mUnk_09[5];
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/* 0e */ unk16 mUnk_0e;
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/* 10 */ void *mUnk_10;
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/* 14 */ void *mUnk_14;
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/* 18 */ unk8 mUnk_18[4];
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@@ -6,7 +6,7 @@
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#include "Player/EquipRope.hpp"
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class EquipSword : public EquipItem {
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private:
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public:
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/* 00 (base) */
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/* 09 */ unk8 mUnk_09[3]; // padding?
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/* 0c */ void *mUnk_0c;
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@@ -17,7 +17,7 @@ public:
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/* 08 */ s16 mInvincibleFrames;
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/* 0a */ s16 mHealth;
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/* 0c */ unk8 mUnk_0c[2];
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/* 0e */ s16 mEntranceId;
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/* 0e */ u16 mEntranceId;
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/* 10 */ bool mUpdatePos;
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/* 11 */ bool mVisible;
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/* 12 */ bool mInvincible;
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