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https://github.com/zeldaret/st
synced 2026-08-24 07:20:15 -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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@@ -41,12 +41,12 @@ bool MapObjectDoorSwitch::vfunc_00(void) {
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this->mUnk_094.vfunc_08(this->GetModel());
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this->func_ov031_020fbf10(true, true);
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if (this->mUnk_20.mUnk_00[3] == 1) {
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if (this->mUnk_20.mParams[3] == 1) {
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this->mUnk_8F = false;
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}
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#if IS_JP
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if (this->mUnk_20.mUnk_00[2] == 1) {
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if (this->mUnk_20.mParams[2] == 1) {
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this->mUnk_141 = true;
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}
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#endif
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@@ -91,7 +91,7 @@ bool MapObjectDoorSwitch::vfunc_00(void) {
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}
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void MapObjectDoorSwitch::vfunc_08(void) {
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if (this->mUnk_20.mUnk_00[3] == 2 && data_027e09b8->func_01ffd420()) {
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if (this->mUnk_20.mParams[3] == 2 && data_027e09b8->func_01ffd420()) {
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this->MapObjectDoorBase::vfunc_08();
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} else if (this->mUnk_16 == 5 && this->vfunc_6C()) {
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this->vfunc_5C(0, 0);
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