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https://github.com/zeldaret/ss
synced 2026-07-30 16:03:22 -04:00
Refactoring
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@@ -5,9 +5,9 @@
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#include "d/col/bg/d_bg_s.h"
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#include "d/col/bg/d_bg_s_lin_chk.h"
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#include "d/flag/sceneflag_manager.h"
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#include "d/snd/d_snd_wzsound.h"
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#include "m/m_mtx.h"
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#include "m/m_vec.h"
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#include "toBeSorted/small_sound_mgr.h"
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#include "toBeSorted/time_area_mgr.h"
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SPECIAL_ACTOR_PROFILE(BOMBF, dAcBombf_c, fProfile::BOMBF, 0x129, 0, 4099);
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@@ -20,6 +20,7 @@
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#include "d/d_sc_game.h"
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#include "d/flag/sceneflag_manager.h"
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#include "d/flag/storyflag_manager.h"
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#include "d/snd/d_snd_wzsound.h"
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#include "f/f_base.h"
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#include "f/f_profile_name.h"
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#include "m/m3d/m_fanm.h"
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@@ -38,7 +39,6 @@
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#include "s/s_Math.h"
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#include "toBeSorted/blur_and_palette_manager.h"
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#include "toBeSorted/d_emitter.h"
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#include "toBeSorted/small_sound_mgr.h"
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#include "toBeSorted/time_area_mgr.h"
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#include <cmath.h>
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@@ -5,12 +5,12 @@
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#include "d/a/obj/d_a_obj_tower_D101.h"
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#include "d/col/bg/d_bg_s_wtr_chk.h"
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#include "d/d_stage.h"
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#include "d/snd/d_snd_wzsound.h"
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#include "f/f_base.h"
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#include "f/f_manager.h"
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#include "f/f_profile_name.h"
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#include "m/m_vec.h"
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#include "nw4r/g3d/res/g3d_resmdl.h"
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#include "toBeSorted/small_sound_mgr.h"
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SPECIAL_ACTOR_PROFILE(OBJ_TOWER_GEAR_D101, dAcOTowerGearD101_c, fProfile::OBJ_TOWER_GEAR_D101, 0x17E, 0, 7);
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@@ -20,6 +20,7 @@
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#include "d/d_linkage.h"
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#include "d/flag/dungeonflag_manager.h"
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#include "d/flag/sceneflag_manager.h"
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#include "d/snd/d_snd_wzsound.h"
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#include "egg/math/eggMath.h"
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#include "f/f_manager.h"
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#include "f/f_profile_name.h"
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@@ -34,7 +35,6 @@
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#include "toBeSorted/blur_and_palette_manager.h"
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#include "toBeSorted/d_emitter.h"
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#include "toBeSorted/event_manager.h"
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#include "toBeSorted/small_sound_mgr.h"
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#include "toBeSorted/special_item_drop_mgr.h"
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void float_ordering() {
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@@ -10,6 +10,7 @@
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#include "d/col/c/c_m3d_g_pla.h"
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#include "d/col/cc/d_cc_d.h"
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#include "d/col/cc/d_cc_s.h"
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#include "d/snd/d_snd_wzsound.h"
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#include "egg/math/eggMath.h"
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#include "egg/math/eggQuat.h"
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#include "m/m_angle.h"
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@@ -20,8 +21,6 @@
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#include "toBeSorted/blur_and_palette_manager.h"
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#include "toBeSorted/d_emitter.h"
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#include "toBeSorted/dowsing_target.h"
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#include "toBeSorted/small_sound_mgr.h"
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void float_ordering() {
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const f32 arr[] = {5.f, 15.f, 7.f, 0.5f, 0.1f};
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@@ -9,8 +9,8 @@
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#include "d/d_pouch.h"
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#include "d/d_sc_game.h"
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#include "d/flag/sceneflag_manager.h"
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#include "d/snd/d_snd_small_effect_mgr.h"
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#include "m/m_angle.h"
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#include "toBeSorted/small_sound_mgr.h"
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SPECIAL_ACTOR_PROFILE(TAG_REACTION, dTgReaction_c, fProfile::TAG_REACTION, 0x0151, 0, 0);
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@@ -172,7 +172,7 @@ void dTgReaction_c::checkForBonkItem() {
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if (dAcObjBase_c::create(fProfile::ITEM, roomid, newItemParms, &c2, nullptr, nullptr, 0xFFFFFFFF)) {
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field_0x4DD = 1;
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onDelete();
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SmallSoundManager::GetInstance()->playSound(SE_S_READ_RIDDLE_A);
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dSndSmallEffectMgr_c::GetInstance()->playSound(SE_S_READ_RIDDLE_A);
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}
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}
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} else {
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@@ -194,7 +194,7 @@ void dTgReaction_c::checkForBonkItem() {
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pos.y += field_0x4E4;
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if (fn_578_DB0(pos, uVar3)) {
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SmallSoundManager::GetInstance()->playSound(SE_S_READ_RIDDLE_B);
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dSndSmallEffectMgr_c::GetInstance()->playSound(SE_S_READ_RIDDLE_B);
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}
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SceneflagManager::sInstance->setFlag(roomid, getSceneFlag());
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onDelete();
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@@ -228,7 +228,7 @@ void dTgReaction_c::checkForSlingBellowsItem() {
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mVec3_c spawnPos = position;
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spawnPos.y += field_0x4E4;
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if (fn_578_DB0(spawnPos, uVar3)) {
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SmallSoundManager::GetInstance()->playSound(SE_S_READ_RIDDLE_B);
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dSndSmallEffectMgr_c::GetInstance()->playSound(SE_S_READ_RIDDLE_B);
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}
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SceneflagManager::sInstance->setFlag(roomid, getSceneFlag());
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onDelete();
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