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%
This commit is contained in:
Yanis
2026-07-01 04:09:04 +02:00
committed by GitHub
parent 6ea40b4493
commit 4074a603d2
76 changed files with 1924 additions and 643 deletions
+15 -15
View File
@@ -73,10 +73,10 @@ bool MapObjectChestBase::vfunc_00() {
UnkStruct_027e0cd8_0C_Base *pUVar2 = data_027e0cd8->mUnk_0C;
if (this->mUnk_20.mUnk_00[3] == 1) {
if (this->mUnk_20.mParams[3] == 1) {
this->mPos.x += 0x7FC;
Vec2b sp48(this->mUnk_3A.x, this->mUnk_3A.y);
Vec2bCpp sp48(this->mUnk_3A.x, this->mUnk_3A.y);
pUVar2->func_ov000_020801b0(&sp48, 7, 1);
sp48.x++;
@@ -84,7 +84,7 @@ bool MapObjectChestBase::vfunc_00() {
}
this->vfunc_38(this->vfunc_3C(), 1);
this->mItemId = this->mUnk_20.mUnk_00[0];
this->mItemId = this->mUnk_20.mParams[0];
return true;
}
@@ -98,11 +98,11 @@ void MapObjectChestBase::vfunc_04() {
VecFx32 local_44;
VecFx32 sp18;
VecFx32 spC;
Vec2b local_5e;
Vec2b local_62;
Vec2b local_64;
Vec2b local_66;
Vec2b local_68;
Vec2bCpp local_5e;
Vec2bCpp local_62;
Vec2bCpp local_64;
Vec2bCpp local_66;
Vec2bCpp local_68;
Vec2us local_6c;
pUVar5 = data_027e0cd8->mUnk_0C;
@@ -129,22 +129,22 @@ void MapObjectChestBase::vfunc_04() {
local_68.x = this->mUnk_3A.x;
local_68.y = this->mUnk_3A.y;
iVar2 = pUVar5->func_01ffedf4((Vec2b *) &local_68);
iVar2 = pUVar5->func_01ffedf4((Vec2bCpp *) &local_68);
if (this->mUnk_20.mUnk_00[3] == 1) {
Vec2b temp_r0(this->mUnk_3A.x, this->mUnk_3A.y);
if (this->mUnk_20.mParams[3] == 1) {
Vec2bCpp temp_r0(this->mUnk_3A.x, this->mUnk_3A.y);
temp_r0.x--;
if (pUVar5->func_01ffedf4((Vec2b *) &temp_r0) > iVar2 || gpMapObjManager->func_01fff498(local_5e) != NULL) {
if (pUVar5->func_01ffedf4((Vec2bCpp *) &temp_r0) > iVar2 || gpMapObjManager->func_01fff498(local_5e) != NULL) {
sp48.x -= FLOAT_TO_FX32(0.5f);
}
temp_r0.x += 3;
if (pUVar5->func_01ffedf4((Vec2b *) &temp_r0) > iVar2 || gpMapObjManager->func_01fff498(local_5e) != NULL) {
if (pUVar5->func_01ffedf4((Vec2bCpp *) &temp_r0) > iVar2 || gpMapObjManager->func_01fff498(local_5e) != NULL) {
sp3C.x += FLOAT_TO_FX32(0.5f);
}
} else {
Vec2b temp_r0(this->mUnk_3A.x, this->mUnk_3A.y);
Vec2bCpp temp_r0(this->mUnk_3A.x, this->mUnk_3A.y);
temp_r0.x--;
temp_r0.y += 2;
// local_5e.y = this->mUnk_3A.y + (this->mUnk_3A.x - 1);
@@ -168,7 +168,7 @@ void MapObjectChestBase::vfunc_04() {
sp48.z -= FLOAT_TO_FX32(0.5f);
}
if (data_027e09a4->mUnk_00.mSceneIndex == SceneIndex_d_flame) {
if (data_027e09a4->CurrentSceneIndex() == SceneIndex_d_flame) {
local_64.x = this->mUnk_3A.x;
local_66.y = this->mUnk_3A.y;