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https://github.com/zeldaret/ss
synced 2026-06-03 18:36:16 -04:00
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+17
-18
@@ -30,6 +30,7 @@
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#include "nw4r/g3d/res/g3d_resmdl.h"
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#include "nw4r/math/math_types.h"
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#include "toBeSorted/file_manager.h"
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#include "toBeSorted/minigame_mgr.h"
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#include "toBeSorted/stage_render_stuff.h"
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// See Below for some info
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@@ -58,7 +59,7 @@ struct PlayerAnimation {
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*/
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// Vtable at 80533128, no differences to dAcObjBase_c?
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// Name unknown, though this name exists in NSMBW
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class daPlBase_c : public dAcObjBase_c {
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public:
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virtual ~daPlBase_c() {}
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@@ -190,16 +191,8 @@ private:
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daPlayerModelBase_c *mpPlayer;
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};
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class UnkPlayerClass {
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public:
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UnkPlayerClass() {}
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~UnkPlayerClass() {}
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private:
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/* 0x00 */ u8 _0x00[0x10 - 0x00];
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};
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// Does this one have a vtable?
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// Name unknown
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class daPlayerActBase_c : public daPlBase_c {
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public:
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daPlayerActBase_c() : field_0x334(120.0f), mCurrentAction(187) {}
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@@ -800,8 +793,6 @@ public:
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static s32 getCurrentSwordType();
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static const char *getSwordName(s32);
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static s32 getCurrentlyEquippedShieldType();
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static s32 getCurrentlyEquippedShieldId();
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static u32 getCurrentShieldPouchSlot();
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static const mColor &getEarringsColor();
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@@ -833,7 +824,7 @@ protected:
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};
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// Vtable at 8050da00, dtor reveals two superclasses
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// until dAcObjBase_c
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// until dAcObjBase_c. Name unknown
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class daPlayerModelBase_c : public daPlayerActBase_c {
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public:
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daPlayerModelBase_c()
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@@ -920,7 +911,7 @@ public:
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void fn_8005F890(nw4r::math::MTX34 *);
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void fn_8005FB90(nw4r::math::MTX34 *);
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void fn_80061410();
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bool fn_80061410();
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static void freeFrmHeap(mHeapAllocator_c *allocator);
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static void allocFrmHeap(mHeapAllocator_c *allocator, u32 size, const char *name);
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@@ -942,6 +933,10 @@ public:
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static bool isBodyAnmPart_0_2_4(s32 part);
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static u32 getCurrentShieldPouchSlot();
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static s32 getShieldType(s32 item);
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static s32 getCurrentlyEquippedShieldId();
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void updateEarringsColor();
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void loadBodyModels();
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void loadBody();
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@@ -1009,7 +1004,7 @@ public:
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/* vt 0x114 */ virtual void somethingWithCarriedActorFlags() override;
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/* vt 0x118 */ virtual dAcObjBase_c *getCurrentCarriedActor() override {
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return mRef.get();
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return mCarriedActorRef.get();
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}
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/* vt 0x18C */ virtual void getBodyMtx(mMtx_c *out_mtx, int boneIdx) override {
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@@ -1042,8 +1037,11 @@ public:
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bool canStart(bool force, u16 newIdx, u16 invalidValue, u16 *out1, u16 *out2) const;
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void setFaceTexPat(s32 faceIdx, bool force);
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void checkFaceTexPat();
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void setFaceTexSrt(s32 faceIdx, bool force);
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void checkFaceTexSrt();
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void setFaceAnmChr(s32 faceIdx, bool force);
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void checkFaceAnmChr();
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void setPosCopy3();
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@@ -1184,7 +1182,7 @@ protected:
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/* 0x1300 */ mQuat_c field_0x1300[4];
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/* 0x1340 */ mQuat_c mQuat1;
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/* 0x1350 */ mQuat_c mQuat2;
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/* 0x1360 */ dAcRef_c<dAcObjBase_c> mRef; // not sure about the class
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/* 0x1360 */ dAcRef_c<dAcObjBase_c> mCarriedActorRef; // not sure about the class
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/* 0x136C */ mAng *field_0x136C;
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/* 0x1370 */ mAng *field_0x1370;
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/* 0x1374 */ mAng *field_0x1374; // x3
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@@ -1252,8 +1250,9 @@ public:
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static s32 getCurrentBeetleType();
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static s32 getCurrentBugNetType();
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static bool isInBambooCuttingMinigame();
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static bool isInBambooCuttingMinigame() {
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return MinigameManager::isInMinigameState(MinigameManager::BAMBOO_CUTTING);
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}
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static bool isItemRestrictedByBokoBase(ITEM_ID item);
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static u32 getCurrentHealthCapacity();
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@@ -12,6 +12,7 @@ s32 getPouchSlotCount(bool unk);
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bool isItemExtraAmmo(s32 item);
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bool isItemMedal(s32 item);
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bool hasAnyShields();
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bool isItemShield(s32 item);
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#define POUCH_SLOT_NONE 8
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@@ -17,6 +17,11 @@ public:
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bool create(nw4r::g3d::ResMdl mdl, nw4r::g3d::ResAnmChr anm, mAllocator_c *alloc) {
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return create(mdl, anm, alloc, nullptr);
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}
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// Not sure about this overload but it fixes stack alloc in some cases and other files
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// definitely have similar overloads with seemingly identical argument types
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bool create2(nw4r::g3d::ResMdl mdl, nw4r::g3d::ResAnmChr anm, mAllocator_c *alloc) {
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return create(mdl, anm, alloc);
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}
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bool create(nw4r::g3d::ResMdl, nw4r::g3d::ResAnmChr, mAllocator_c *, u32 *);
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void setAnm(bmdl_c &, nw4r::g3d::ResAnmChr, playMode_e);
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void setAnmAfter(bmdl_c &, nw4r::g3d::ResAnmChr, playMode_e);
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