Create Timer struct, improve angle usage and name known virtual functions (#154)

* name some actor vfuncs

* name some map object vfuncs

* remove angle union

* fix lots of clangd errors

* create Timer struct

* fix regressions
This commit is contained in:
Yanis
2026-10-02 20:54:43 +02:00
committed by GitHub
parent 205dc5a1ca
commit 07a5bd9fcc
204 changed files with 1851 additions and 1985 deletions
+4 -7
View File
@@ -126,10 +126,7 @@ public:
/* 00 (vtable) */
/* 04 */ VecFx32 mPos;
/* 10 */ MapObject_10_Base *mUnk_10;
/* 14 */ union {
s16 mAngle;
UnkAngleStruct mAngleStruct;
};
/* 14 */ UnkAngleStruct mAngle;
/* 16 */ MapObjState mState;
/* 18 */ unk8 mUnk_18[2]; // related to Link walking to the map object when touched
/* 1A */ unk8 mUnk_1A;
@@ -144,8 +141,8 @@ public:
/* 40 */
// data_ov000_020b3590
/* 00 */ virtual bool vfunc_00(); // Init
/* 04 */ virtual void vfunc_04(); // Setup
/* 00 */ virtual bool Init();
/* 04 */ virtual void Setup();
/* 08 */ virtual void vfunc_08();
/* 0C */ virtual void vfunc_0C();
/* 10 */ virtual void vfunc_10();
@@ -160,7 +157,7 @@ public:
/* 38 */
u16 GetDirection() {
return (u16) (this->mAngle + DEG_TO_ANG(45)) / DEG_TO_ANG(90);
return (u16) (this->mAngle.angle_s + DEG_TO_ANG(45)) / DEG_TO_ANG(90);
}
bool IsOrientedVertically() {