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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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@@ -11,11 +11,14 @@
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*/
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#define GET_FLAG(arr, pos) (((arr)[((u32) (pos)) >> 5] & (1 << ((pos) & 0x1F))) != 0)
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#define GET_FLAG2(var, pos) ((var) & (1 << pos))
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#define SET_FLAG(arr, pos) ((arr)[((u32) (pos)) >> 5] |= 1 << ((pos) & 0x1F))
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#define UNSET_FLAG(arr, pos) ((arr)[((u32) (pos)) >> 5] &= ~(1 << ((pos) & 0x1F)))
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#define FLAG(index, pos) (((index) << 5) | ((pos) & 0x1F))
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#define GET_FLAG2(var, pos) (((var) & (1 << (pos))) != 0)
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#define SET_FLAG2(var, pos) ((var) |= 1 << (pos))
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#define UNSET_FLAG2(var, pos) ((var) &= ~(1 << (pos)))
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#define GET_FLAG_ALT(arr, pos) (((arr)[(pos) >> 5] & (1 << ((0x1F - ((pos) & 0x1F))))) != 0)
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#define SET_FLAG_ALT(arr, pos) ((arr)[(pos) >> 5] |= 1 << ((0x1F - ((pos) & 0x1F))))
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#define UNSET_FLAG_ALT(arr, pos) ((arr)[(pos) >> 5] &= ~(1 << ((0x1F - ((pos) & 0x1F)))))
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