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https://github.com/zeldaret/st
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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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@@ -32,13 +32,12 @@ MapObjectProfileUnkMTJR::MapObjectProfileUnkMTJR() :
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MapObjectUnkMTJR::MapObjectUnkMTJR() :
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mUnk_40(G3d_GetModelPtr(GET_PROFILE_20_50(MapObjectProfileUnkMTJR))),
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mUnk_A0(2),
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mUnk_A4(0),
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mUnk_A6(0),
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mUnk_A4(0, 0),
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mUnk_A8(NULL),
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mUnk_AC(-1),
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mUnk_B0(0) {}
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bool MapObjectUnkMTJR::vfunc_00() {
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bool MapObjectUnkMTJR::Init() {
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if (!this->func_ov000_0209d29c(0)) {
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return false;
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}
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@@ -62,9 +61,8 @@ void MapObjectUnkMTJR::vfunc_08() {
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VecFx32 stack_vec = {tmp_x, tmp_y, tmp_z};
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data_027e0cec->func_ov000_020a0220(&mUnk_A8, &stack_vec);
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}
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if (mUnk_A4 < mUnk_A6) {
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mUnk_A4++;
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}
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this->mUnk_A4.Update();
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}
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void MapObjectUnkMTJR::vfunc_0C() {
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@@ -104,9 +102,9 @@ bool MapObjectUnkMTJR::vfunc_1C(ActorRef param1, unk32 param2, VecFx32 *param3)
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}
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void MapObjectUnkMTJR::func_ov063_02161254(unk32 param1) {
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mUnk_A0 = param1;
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mUnk_A6 = -1;
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mUnk_A4 = 0;
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this->mUnk_A0 = param1;
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this->mUnk_A4.Reset();
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if (param1 != 0 && param1 == 1) {
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this->func_ov063_02161288();
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}
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