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https://github.com/zeldaret/ss
synced 2026-08-10 19:16:59 -04:00
Some misc graphics stuff
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@@ -2,6 +2,7 @@
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#define D_A_OBJ_BASE_H
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#include "c/c_math.h"
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#include "common.h"
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#include "d/a/d_a_base.h"
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#include "d/col/c/c_cc_d.h"
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#include "d/col/c/c_m3d_g_aab.h"
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@@ -9,6 +10,7 @@
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#include "m/m3d/m_shadow.h"
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#include "m/m3d/m_smdl.h"
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#include "m/m_angle.h"
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#include "m/m_color.h"
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#include "m/m_mtx.h"
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#include "m/m_vec.h"
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#include "m/types_m.h"
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@@ -60,9 +62,29 @@ struct ActorCarryStruct {
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// Ghidra has it as `unk_ActorObjectBase`
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struct LightingInfo {
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/* 0x00 */ u8 mField_0x00[0x60 - 0x00];
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/* 0x00 */ u8 mField_0x00[0x40 - 0x00];
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/* 0x40 */ mColor mTev0Color;
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/* 0x44 */ mColor mTev1Color;
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/* 0x48 */ mColor mTev2Color;
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/* 0x4C */ mColor mTevPrevColor;
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/* 0x50 */ mColor mTevK0Color;
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/* 0x54 */ mColor mTevK1Color;
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/* 0x58 */ mColor mTevK2Color;
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/* 0x5C */ mColor mTevK3Color;
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/* 0x60 */ u8 mLightingCode;
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/* 0x61 */ u8 mField_0x61[0x70 - 0x61];
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/* 0x61 */ u8 _0x61;
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/* 0x62 */ u8 _0x62;
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/* 0x63 */ u8 _0x63;
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/* 0x64 */ u8 _0x64;
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/* 0x65 */ bool mUseTev0;
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/* 0x66 */ bool mUseTev1;
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/* 0x67 */ bool mUseTev2;
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/* 0x68 */ bool mUseTevPrev;
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/* 0x69 */ bool mUseTevK0;
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/* 0x6A */ bool mUseTevK1;
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/* 0x6B */ bool mUseTevK2;
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/* 0x6C */ bool mUseTevK3;
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/* 0x6D */ u8 mField_0x69[0x70 - 0x6D];
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};
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// Ghidra: ActorObjectBase
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@@ -4,7 +4,7 @@
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#include "d/a/obj/d_a_obj_base.h"
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#include "d/col/bg/d_bg_w.h"
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#include "m/m3d/m_anmtexsrt.h"
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#include "toBeSorted/unk_with_water.h"
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#include "toBeSorted/d_d3d.h"
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class dAcOtreasureIsland_c : public dAcObjBase_c {
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public:
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@@ -20,7 +20,7 @@ private:
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const static f32 unkFloat0;
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const static f32 unkFloat1;
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/* 0x330 */ UnkWithWater waterStuff;
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/* 0x330 */ d3d::UnkWithWater waterStuff;
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/* 0x348 */ m3d::smdl_c mModel;
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/* 0x364 */ m3d::smdl_c mWater00;
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/* 0x380 */ m3d::smdl_c mWater01;
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