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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
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@@ -126,10 +126,7 @@ public:
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/* 00 (vtable) */
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/* 04 */ VecFx32 mPos;
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/* 10 */ MapObject_10_Base *mUnk_10;
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/* 14 */ union {
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s16 mAngle;
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UnkAngleStruct mAngleStruct;
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};
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/* 14 */ UnkAngleStruct mAngle;
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/* 16 */ MapObjState mState;
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/* 18 */ unk8 mUnk_18[2]; // related to Link walking to the map object when touched
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/* 1A */ unk8 mUnk_1A;
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@@ -144,8 +141,8 @@ public:
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/* 40 */
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// data_ov000_020b3590
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/* 00 */ virtual bool vfunc_00(); // Init
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/* 04 */ virtual void vfunc_04(); // Setup
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/* 00 */ virtual bool Init();
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/* 04 */ virtual void Setup();
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/* 08 */ virtual void vfunc_08();
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/* 0C */ virtual void vfunc_0C();
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/* 10 */ virtual void vfunc_10();
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@@ -160,7 +157,7 @@ public:
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/* 38 */
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u16 GetDirection() {
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return (u16) (this->mAngle + DEG_TO_ANG(45)) / DEG_TO_ANG(90);
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return (u16) (this->mAngle.angle_s + DEG_TO_ANG(45)) / DEG_TO_ANG(90);
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}
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bool IsOrientedVertically() {
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