mirror of
https://github.com/zeldaret/ph
synced 2026-05-23 06:54:18 -04:00
fc691f4c8f
* Map symbol in Game * LinkStateInteract 19% * DebugHierarchy -> Bhio * LinkStateInteract 89% * LinkStateInteract 93% * Japanese strings * Fix build * Fix regression * Fix regressions * Rename BhioBase.cpp
72 lines
2.4 KiB
C++
72 lines
2.4 KiB
C++
#pragma once
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#include "global.h"
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#include "nds/math.h"
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#include "types.h"
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#include "Actor/Actor.hpp"
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#include "Actor/ActorManager.hpp"
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#include "Player/LinkStateBase.hpp"
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#include "Player/LinkStateRoll.hpp"
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#include "Unknown/UnkStruct_02035064.hpp"
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class LinkStateInteract : public LinkStateBase {
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public:
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/* 00 (base) */
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/* 0c */ unk32 mUnk_0c;
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/* 10 */ ActorRef mGrabRef;
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/* 18 */ Vec3p mThrowOffset;
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/* 24 */ UnkStruct_02035064 mUnk_24;
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/* ac */ unk32 mUnk_ac;
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/* b0 */ bool mUnk_b0;
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/* b1 */ bool mUnk_b1;
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/* b2 */ bool mUnk_b2;
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/* b3 */ unk8 mUnk_b3;
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/* b4 */
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/* 00 */ virtual void vfunc_00() override;
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/* 04 */ virtual ~LinkStateInteract() override;
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/* 0c */ virtual LinkStateId GetId() override;
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/* 10 */ virtual void LoadBhio() override;
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/* 14 */ virtual void OnStateEnter() override;
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/* 18 */ virtual void OnStateLeave(s32 param1) override;
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/* 1c */ virtual void vfunc_1c() override;
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/* 20 */ virtual bool vfunc_20(s32 param1) override;
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/* 24 */ virtual bool vfunc_24(s32 param1) override;
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/* 2c */ virtual void vfunc_2c(u16 *param1) override;
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/* 34 */ virtual bool vfunc_34(Vec3p *param1) override;
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/* 44 */
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s32 GetGrabActorId();
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bool func_ov00_020aa818();
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void func_ov00_020aa844(Actor *param1);
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static LinkStateRoll *GetLinkStateRoll();
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void SetGrabActorVelocity(Vec3p *velocity);
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void SetBombVelocity(Vec3p *velocity);
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void func_ov00_020ab6c8();
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unk32 func_ov00_020ab770(Vec3p *param1);
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unk32 func_ov00_020ab7bc(Vec3p *param1, Actor *actor);
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void SetNormalizedThrowOffset(Vec3p *target);
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void SetThrowOffset(Vec3p *target);
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void func_ov00_020ab934(Vec3p *target);
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void func_ov00_020ab97c(Vec3p *target);
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void func_ov00_020ab9b8(s32 param1, bool param2);
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bool Grab(ActorRef *ref);
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void func_ov00_020abba0(ActorRef *ref);
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void func_ov00_020abbdc(ActorRef *ref); // duplicate of func_ov00_020abba0
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void func_ov00_020abc18(ActorRef *ref);
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bool func_ov00_020abc40();
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bool func_ov00_020abc78(ActorRef *ref);
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LinkStateInteract(PlayerLinkBase *link);
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void func_ov005_0210a690();
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bool func_ov005_0210a714();
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void func_ov005_0210a774();
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void func_ov005_0210a7d4();
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void func_ov005_0210ab1c();
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void func_ov005_0210ad88();
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void func_ov005_0210b2a4();
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void func_ov005_0210b4f4(Vec3p *vec, Actor *actor);
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};
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