mirror of
https://github.com/zeldaret/ss
synced 2026-08-15 20:59:53 -04:00
A bit of progress
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@@ -114,6 +114,18 @@ public:
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mpSoundData = data;
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}
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void setField_0x58(u8 val) {
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field_0x58 = val;
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}
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u16 getField_0x5A() const {
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return field_0x5A;
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}
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void *getSoundData() const {
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return mpSoundData;
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}
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private:
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/* 0x24 */ daPlBaseMdlCallback_c mCallback;
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/* 0x58 */ u8 field_0x58;
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@@ -142,6 +154,10 @@ public:
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void play() override;
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bool isFinished();
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void setField_0x35(u8 value) {
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field_0x35 = value;
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}
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private:
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/* 0x35 */ u8 field_0x35;
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/* 0x36 */ u8 field_0x36;
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@@ -726,6 +742,18 @@ public:
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mForceOrPreventActionFlags |= mask;
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}
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inline void onFaceUpdateFlags(u32 mask) {
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mFaceUpdateFlags |= mask;
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}
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inline void offFaceUpdateFlags(u32 mask) {
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mFaceUpdateFlags &= ~mask;
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}
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inline bool checkFaceUpdateFlags(u32 mask) const {
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return (mFaceUpdateFlags & mask) != 0;
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}
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bool CheckPlayerFly() const {
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return mActionFlags & FLG0_FLY;
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}
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@@ -791,7 +819,7 @@ protected:
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/* 0x339 */ u8 mRidingActorType;
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/* 0x33A */ u8 unk_0x33A[0x340 - 0x33A];
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/* 0x340 */ u32 someFlags_0x340;
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/* 0x344 */ u8 unk_0x344[0x348 - 0x344];
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/* 0x344 */ u32 mFaceUpdateFlags;
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/* 0x348 */ u32 mSwordAndMoreStates;
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/* 0x34C */ u32 mModelUpdateFlags;
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/* 0x350 */ u32 someFlags_0x350;
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@@ -842,7 +870,7 @@ public:
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PLAYER_MAIN_NODE_ARM_L2 = 8,
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PLAYER_MAIN_NODE_HAND_L = 9,
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PLAYER_MAIN_NODE_WEAPON_L = 10,
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PLAYER_MAIN_NODE_SHOULDER_R = 11,
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PLAYER_MAIN_NODE_ARM_R1 = 12,
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PLAYER_MAIN_NODE_ARM_R2 = 13,
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@@ -891,6 +919,7 @@ public:
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};
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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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static void freeFrmHeap(mHeapAllocator_c *allocator);
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@@ -1011,10 +1040,21 @@ public:
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mSwordAndMoreStates &= ~mask;
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}
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void loadSound(nw4r::g3d::ResFile file, const char *name, s32 animIdx);
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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 setFaceTexSrt(s32 faceIdx, bool force);
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void setFaceAnmChr(s32 faceIdx, bool force);
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void setPosCopy3();
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void loadTwoAnmChrs(s32 childIdx, s32 animIdx, s32 animIdx2, bool b);
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void loadAnmChr(s32 childIdx, s32 animIdx, void *dest, u32 maxSize);
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void removeAnmChr(s32 childIdx);
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void loadSound(nw4r::g3d::ResFile &file, const char *name, s32 childIdx);
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void loadSoundForAnim(s32 childIdx);
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void syncSoundWithAnim();
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static void registMassObj(cCcD_Obj* obj, u8 priority);
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static void registMassObj(cCcD_Obj *obj, u8 priority);
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void updateModelColliders();
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void updateCachedPositions();
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@@ -1037,6 +1077,7 @@ public:
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void applyWorldRotationMaybe(nw4r::g3d::WorldMtxManip *result, mAng x, mAng y, mAng z, mVec3_c *off, bool order);
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static const PlayerAnimation sAnimations[443];
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static const s32 sUnkDuration;
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static const u8 sShieldDurabilities[10];
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static const u8 sShieldRegenTimes[10];
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static mColor sGuideColor1;
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