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https://github.com/zeldaret/st
synced 2026-07-04 13:20:04 -04:00
Decompile overlay 1 (Part 3) (#95)
* ZeldaArrangeBinary OK * ZeldaMapBinary 26% * UnkStruct_SceneChange1 -> EntranceInfo * cleanup EntranceInfo ctors * fix regressions * ZeldaMapBinary 47% * fix regressions * ZeldaMapBinary 73% * ZeldaMapBinary 89% * ZeldaMapBinary 99%
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@@ -96,19 +96,17 @@ public:
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class MapObject_20 {
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public:
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/* 00 */ u16 mUnk_00[4]; // parameters
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/* 00 */ u16 mParams[4]; // parameters
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/* 08 */ u8 mUnk_08[2];
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/* 0A */ u16 mUnk_0A[2];
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/* 0E */ unk16 mUnk_0E;
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/* 10 */ unk32 mUnk_10;
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/* 14 */ s16 mUnk_14;
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/* 16 */ bool mUnk_16;
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/* 16 */ unk8 mUnk_17;
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/* 17 */ s8 mUnk_17;
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/* 18 */
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MapObject_20() {}
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void func_ov000_0209c7c8();
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void Init();
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static void func_ov000_0209c790(MapObjectId mapObjId, MapObjectProfile *pProfile);
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static void func_ov000_0209c7ac(MapObjectId mapObjId);
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@@ -129,7 +127,7 @@ public:
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/* 20 */ MapObject_20 mUnk_20; // parameters
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/* 38 */ unk8 mUnk_38;
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/* 39 */ unk8 mUnk_39;
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/* 3A */ Vec2b mUnk_3A;
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/* 3A */ Vec2bCpp mUnk_3A;
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/* 3C */ MapObjectProfile *mpProfile;
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/* 40 */
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@@ -175,7 +173,7 @@ public:
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void func_ov000_0209d274(unk32 param1);
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bool func_ov000_0209d29c(unk32 param1);
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void func_ov000_0209d2c4(unk32 param1, bool param2);
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void func_ov000_0209d2f0(unk32 param1, unk32 param2, Vec2b *param3);
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void func_ov000_0209d2f0(unk32 param1, unk32 param2, Vec2bCpp *param3);
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void func_ov000_0209d3b4(unk32 param1, fx32 size);
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void func_ov000_0209d434(s8 *param1, UnkStruct_ov019_020d24c8_28_258_00 *param2, unk32 param3);
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void func_ov000_0209d518(unk32 param1, unk32 param2, unk32 param3, u8 param4);
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@@ -184,7 +182,7 @@ public:
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bool func_ov000_0209d668();
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void func_ov000_0209d6ac(VecFx32 *param1);
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static void func_ov000_0209d0bc(Vec2b *param1, MapObject *thisx);
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static void func_ov000_0209d0bc(Vec2bCpp *param1, MapObject *thisx);
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static void func_ov000_0209d22c(unk16 *param1, MapObject *thisx, unk32 param2);
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static void func_ov000_0209d54c(ActorRef *param1, MapObject *thisx, u16 param2, const VecFx32 *pPos, s16 param3,
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u16 param4);
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