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Decompile ActorManager_001.cpp (#31)
* started ActorManager_001.cpp * create, ctor, dtor * prog * fix build * fix build issues * progress * struct comments * match ClearInstance
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@@ -1,47 +1,67 @@
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#pragma once
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#include "Actor/ActorUnk_ov000_020a8bb0.hpp"
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#include "System/SysNew.hpp"
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#include "Unknown/Common.hpp"
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#include "files.h"
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#include "types.h"
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class ActorManager {
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struct UnkStruct_func_ov001_020bb018_param2 {
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/* 00 */ STRUCT_PAD(0x00, 0x08);
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/* 08 */ u16 mUnk_08;
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/* 08 */ u16 mUnk_0A;
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};
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class ActorManager : public SysObject {
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public:
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/* 00 */ Actor **mActorTable;
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/* 04 */ Actor **mActorTableEnd;
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/* 08 */ Actor **mUnk_08;
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/* 0c */ unk16 mActorCount;
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/* 0e */ unk16 mNextActorId;
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/* 10 */ unk8 mUnk_10[0x14 - 0x10];
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/* 14 */ unk32 mUnk_14;
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/* 18 */ unk32 mUnk_18;
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/* 1c */ unk8 mUnk_1c[0x24 - 0x1c];
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/* 10 */ unk8 mUnk_10;
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/* 10 */ unk8 mUnk_11;
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/* 10 */ unk8 mUnk_12;
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/* 10 */ unk8 mUnk_13;
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/* 14 */ UnkStruct_ov019_020d24c8_28_258_00 mUnk_14;
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/* 1c */ unk32 mUnk_1c;
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/* 20 */ unk8 mUnk_20;
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/* 21 */ unk8 mUnk_21;
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/* 22 */ unk8 mUnk_22;
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/* 23 */ unk8 mUnk_23;
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/* 24 */ unk32 mUnk_24;
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/* 28 */ unk32 mUnk_28;
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/* 2c */ unk32 mUnk_2c;
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/* 30 */ unk16 mUnk_30;
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/* 32 */ unk8 mUnk_32[0x34 - 0x32];
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/* 32 */ unk8 mUnk_32;
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/* 33 */ unk8 mUnk_33;
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/* 34 */ unk32 mUnk_34;
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/* 38 */
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ActorManager();
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~ActorManager();
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static void SetInstance(ActorManager *instance);
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static void ClearInstance();
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static void Create();
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static void Destroy();
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ActorUnk_ov000_020a8bb0 *func_01fff3b4(unk32 param1);
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void func_ov000_02096e44(int index);
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int ClearInstance();
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void func_ov001_020bafdc();
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void func_ov001_020bb018(s32 param1);
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void func_ov001_020bb414();
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void func_ov001_020bb018(UnkStruct_func_ov001_020bb018_param2 *param1);
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void func_ov001_020bb488();
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void func_ov001_020bb548();
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void func_ov001_020bb630();
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void func_ov001_020bb6b0(s32 *param1);
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static bool func_ov001_020bb728(s32 param1);
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void func_ov001_020bb7b0(s32 param1);
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void func_ov001_020bb7b0(ZeldaObjectList *pObjList);
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void func_ov001_020bb7f0();
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static void SetInstance(ActorManager *instance);
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static ActorManager *Create();
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static void Destroy();
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static void func_ov001_020bb414(ActorManager *instance);
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static bool func_ov001_020bb728(s32 param1);
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static void func_ov001_020bb824();
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static void func_ov001_020bb844();
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ActorUnk_ov000_020a8bb0 *func_01fff3b4(unk32 param1);
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};
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extern ActorManager *gActorManager;
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