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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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@@ -82,12 +82,12 @@ MapObjectDoorBase::MapObjectDoorBase() :
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void MapObjectDoorBase::func_ov031_020fbf10(bool param1, bool param2) {
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if (this->IsOrientedVertically()) {
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this->mPos.z += FLOAT_TO_FX32(0.5f);
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Vec2b local_16(1, 2);
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Vec2bCpp local_16(1, 2);
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this->func_ov000_0209d2f0(5, 1, &local_16);
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} else {
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this->mPos.x += FLOAT_TO_FX32(0.5f);
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Vec2b local_18(2, 1);
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Vec2bCpp local_18(2, 1);
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this->func_ov000_0209d2f0(5, 1, &local_18);
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}
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