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https://github.com/zeldaret/ss
synced 2026-06-18 07:25:18 -04:00
Misc data fixes
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+12
-13
@@ -35,13 +35,6 @@
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#include "toBeSorted/file_manager.h"
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#include "toBeSorted/stage_render_stuff.h"
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// TODO: This file contains the vtable and a bunch of weak functions
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// for daPlayerModelBase_c. How do we generate the vtable here though?
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// All virtual methods of daPlayerModelBase_c seem to be inline, so
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// there's not much opportunity to get the vtable to be emitted here.
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// An explicit constructor seems unlikely given that we assume that the vtable
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// of the base class is at 80533128, much later in the binary.
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static u8 sSavedHandMats[2] = {};
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static u8 sHandMats[14] = {};
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@@ -559,7 +552,7 @@ static const char *sShieldModelsBase[] = {
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static const char *sShieldModelsBroken[] = {
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"EquipShieldWoodBroken", "EquipShieldIronBroken", "EquipShieldHolyBroken",
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"EquipShieldHylia", "EquipShieldWoodBroken",
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"EquipShieldHylia", "EquipShieldWoodBroken",
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};
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extern "C" const u16 PARTICLE_RESOURCE_ID_MAPPING_529_;
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@@ -1038,7 +1031,7 @@ void daPlayerModelBase_c::setShieldTransform(bool inHand) {
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} else {
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mMainMdl.getNodeWorldMtx(PLAYER_MAIN_NODE_POD, targetTransform);
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mMtx_c mtx2;
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MTXTrans(mtx2, 4.2f, 4.4f, 20.0f);
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MTXTrans(mtx2, 4.2f, -4.4f, 20.0f);
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MTXConcat(targetTransform, mtx2, targetTransform);
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targetTransform.ZYXrotM(mAng::fromDeg(91.0f), mAng::fromDeg(-123.0f), 0);
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}
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@@ -1131,7 +1124,7 @@ void daPlayerModelBase_c::syncSoundWithAnim() {
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getSoundSource()->setFrame(frame);
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}
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void daPlayerModelBase_c::registMassObj(cCcD_Obj* obj, u8 priority) {
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void daPlayerModelBase_c::registMassObj(cCcD_Obj *obj, u8 priority) {
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dCcS::GetInstance()->Set(obj);
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dCcS::GetInstance()->GetMassMng().SetObj(obj, priority);
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}
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@@ -1187,13 +1180,19 @@ void daPlayerModelBase_c::updateModelColliders() {
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}
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void daPlayerModelBase_c::updateCachedPositions() {
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static const Vec sPos1 = {12.0f, -8.0f, 0.0f};
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mMainMdl.getNodeWorldMtxMultVec(PLAYER_MAIN_NODE_HEAD, sPos1, poscopy2);
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static const Vec sPosAboveLink = {0.0f, -8.0f, 0.0f};
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mMainMdl.getNodeWorldMtxMultVec(PLAYER_MAIN_NODE_HEAD, sPosAboveLink, mPositionAboveLink);
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static const Vec sPos1 = {12.0f, -8.0f, 0.0f};
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static const Vec sHeadPos = {0.0f, -28.0f, 0.0f};
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mMainMdl.getNodeWorldMtxMultVec(PLAYER_MAIN_NODE_HEAD, sPos1, poscopy2);
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mMainMdl.getNodeWorldMtxMultVec(PLAYER_MAIN_NODE_HEAD, sPosAboveLink, mPositionAboveLink);
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mMainMdl.getNodeWorldMtxMultVec(PLAYER_MAIN_NODE_HEAD, sHeadPos, mHeadTranslation);
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static const Vec sUnusedVec1 = {0.0f, 55.75f, 15.0f};
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static const Vec sUnusedVec2 = {9.5f, 47.0f, 24.5f};
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static const Vec sUnusedVec3 = {1.75f, 55.0f, 25.5f};
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static const Vec sUnusedVec4 = {0.0f, 55.0f, 25.0f};
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mMainMdl.getNodeWorldMtxMultVecZero(PLAYER_MAIN_NODE_TOE_L, mToeTranslation[0]);
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mMainMdl.getNodeWorldMtxMultVecZero(PLAYER_MAIN_NODE_TOE_R, mToeTranslation[1]);
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mMainMdl.getNodeWorldMtxMultVecZero(PLAYER_MAIN_NODE_HAND_L, mTranslationHand[0]);
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