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https://github.com/zeldaret/st
synced 2026-08-22 23:01:46 -04:00
Decompile overlay 101 (#118)
* delink the overlay * ItemManager_101 OK * UnkStruct_027e0ce0_40_101 OK * PlayerLinkActor_A0_1C_101 OK * UnkStruct_027e09a4_54_101 OK * UnkStruct_027e0cd8_0C_101 OK and MapObjectProfile_Derived6_101 OK
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@@ -10,6 +10,8 @@
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#include <nns/g3d/g3d.h>
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class Actor_C4;
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class UnkStruct_027e0ce0_40_328;
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class ItemManager;
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struct ActorGrabParams;
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extern "C" void func_ov000_0205d500(ActorGrabParams *, unk32, unk32);
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@@ -412,7 +414,7 @@ public:
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/* 004 */ STRUCT_PAD(0x04, 0x34);
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/* 034 */ PlayerLinkActor_9C_34 mUnk_34;
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/* 004 */ STRUCT_PAD(0x50, 0xF4);
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/* 0F4 */ unk32 mUnk_0F4;
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/* 0F4 */ UnkStruct_027e0ce0_40_328 *mUnk_0F4;
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/* 0F8 */ STRUCT_PAD(0xF8, 0x154);
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/* 154 */
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@@ -440,7 +442,7 @@ public:
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/* 48 */ PlayerCharacter mCharacter;
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/* 4C */ unk32 mUnk_4C;
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/* 50 */ ActorGrabParams mUnk_50;
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/* 54 */ unk32 mUnk_54;
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/* 54 */ ItemManager *mUnk_54;
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/* 58 */ UnkStruct_027e0ce0_40 *mUnk_58;
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/* 5C */ PlayerActorBase_5C mUnk_5C;
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/* 70 */ PlayerActorBase_70 *mUnk_70;
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@@ -451,7 +453,7 @@ public:
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/* 90 */ PlayerLinkActor_9C *mUnk_90;
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/* 94 */
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PlayerActorBase(PlayerCharacter character, unk32 param2, unk32 param3, UnkStruct_027e0ce0_40 *param4);
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PlayerActorBase(PlayerCharacter character, unk32 param2, ItemManager *pItemMgr, UnkStruct_027e0ce0_40 *param4);
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~PlayerActorBase();
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// overlay 0
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@@ -3,7 +3,10 @@
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#include "Player/PlayerActorBase.hpp"
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class UnkStruct_027e0ce0_40;
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class UnkStruct_027e0ce0_40_328;
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class UnkStruct_027e0ce0_40_150;
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class PlayerLinkActor_A0_38;
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class ItemManager;
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class PlayerLinkActor_A0_04 {
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public:
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@@ -44,6 +47,13 @@ public:
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class PlayerLinkActor_A0_1C {
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public:
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/* 00 */ unk32 mUnk_00;
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/* 04 */ unk16 mUnk_04;
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/* 06 */ bool mUnk_06;
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/* 07 */ STRUCT_PAD(0x07, 0x0C);
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/* 0C */ ActorRef mUnk_0C;
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/* 10 */
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PlayerLinkActor_A0_1C(unk32 param1);
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// overlay 101
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void func_ov101_02183290();
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@@ -176,7 +186,8 @@ public:
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/* 90 */ unk32 mUnk_90;
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/* 94 */
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PlayerLinkActor_A0(unk32 param1, UnkStruct_027e0ce0_40 *param2, PlayerActorBase *pPlayer, PlayerLinkActor_9C *param4);
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PlayerLinkActor_A0(ItemManager *pItemMgr, UnkStruct_027e0ce0_40 *param2, PlayerActorBase *pPlayer,
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PlayerLinkActor_9C *param4);
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~PlayerLinkActor_A0();
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// overlay 0
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@@ -241,8 +252,8 @@ public:
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class PlayerLinkActor : public PlayerActorBase {
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public:
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/* 000 (base) */
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/* 094 */ bool *mUnk_094;
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/* 098 */ unk32 mUnk_098;
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/* 094 */ UnkStruct_027e0ce0_40_150 *mUnk_094;
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/* 098 */ UnkStruct_027e0ce0_40_328 *mUnk_098;
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/* 09C */ PlayerLinkActor_9C *mUnk_09C;
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/* 0A0 */ PlayerLinkActor_A0 *mUnk_0A0;
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/* 0A4 */ PlayerLinkActor_A4 mUnk_0A4;
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@@ -261,11 +272,11 @@ public:
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/* 1B0 */ PlayerLinkActor_1B0 mUnk_1B0[3];
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/* 1D4 */
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PlayerLinkActor(unk32 param1, unk32 param2, UnkStruct_027e0ce0_40 *param3, bool *param4);
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PlayerLinkActor(unk32 param1, ItemManager *param2, UnkStruct_027e0ce0_40 *param3, UnkStruct_027e0ce0_40_150 *param4);
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~PlayerLinkActor();
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// overlay 1
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void func_ov001_020bcb60(unk32 param1);
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void func_ov001_020bcb60(UnkStruct_027e0ce0_40_328 *param1);
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void func_ov001_020bcb70();
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void func_ov001_020bcba8();
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void func_ov001_020bcbd0(VecFx32 *pVec);
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