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https://github.com/zeldaret/ph
synced 2026-08-28 16:31:32 -04:00
Match LinkStateMove in overlay 5
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@@ -16,7 +16,7 @@ void LinkStateBase::UpdateSwordShieldInUse() {}
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void LinkStateBase::func_ov00_020a81b8(unk32 param1, unk32 param2) {}
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LinkStateItem *LinkStateBase::GetLinkItemState() {}
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void LinkStateBase::LookAt(Vec3p *target) {}
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void LinkStateBase::func_ov00_020a81fc() {}
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void LinkStateBase::func_ov00_020a81fc(Vec3p *param1, unk32 param2) {}
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void LinkStateBase::AddHealth(s16 amount) {}
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void LinkStateBase::func_ov00_020a8224(unk32 param1) {}
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void LinkStateBase::TurnTo(s16 angle, unk32 param2, unk32 speed) {}
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@@ -38,7 +38,7 @@ bool LinkStateBase::func_ov00_020a8638(unk32 param1) {}
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void LinkStateBase::Clear_PlayerLinkBase_Unk48(u16 flags) {}
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void LinkStateBase::func_ov00_020a8680(unk32 param1, unk16 param2, bool param3) {}
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void LinkStateBase::PlayerLinkBase_func_ov00_020bccc8() {}
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bool LinkStateBase::PlayerLinkBase_vfunc_58() {}
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bool LinkStateBase::PlayerLinkBase_vfunc_58(unk32 param1, ActorRef *param2) {}
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bool LinkStateBase::func_ov00_020a8704(s16 *pAngle) {}
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bool LinkStateBase::func_ov00_020a8774(Vec3p *param1, s32 angle) {}
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void LinkStateBase::func_ov00_020a8844(Vec3p *param1, bool param2, bool param3) {}
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@@ -46,7 +46,7 @@ void LinkStateBase::func_ov00_020a8954(bool param1, unk32 *param2) {}
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void LinkStateBase::func_ov00_020a8994() {}
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void LinkStateBase::func_ov00_020a89bc(unk32 param1, unk32 param2) {}
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void LinkStateBase::func_ov00_020a8a08(unk32 param1) {}
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void LinkStateBase::func_ov00_020a8a4c(unk32 param1, unk32 param2) {}
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void LinkStateBase::func_ov00_020a8a4c(const void *param1, unk32 param2) {}
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void LinkStateBase::func_ov00_020a8a90(unk32 param1) {}
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void LinkStateBase::func_ov00_020a8ab0(unk32 param1) {}
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void LinkStateBase::func_ov00_020a8ad0(unk32 param1) {}
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@@ -1,6 +1,6 @@
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#include "Player/LinkStateMove.hpp"
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unk32 data_ov000_020e56f0 = 0x800;
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unk32 LinkStateMove::data_ov000_020e56f0 = 0x800;
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THUMB void LinkStateMove::vfunc_00() {}
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