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
+2 -2
View File
@@ -888,7 +888,7 @@ void PlayerGet::vfunc_10(unk32 param1, unk32 param2) {
break;
case ItemId_RecruitUniform2:
case ItemId_EngineerUniform:
if (data_027e09a4->mUnk_00.mSceneIndex == SceneIndex_f_first) {
if (data_027e09a4->CurrentSceneIndex() == SceneIndex_f_first) {
this->mUnk_28->func_ov058_02152a24();
}
break;
@@ -897,7 +897,7 @@ void PlayerGet::vfunc_10(unk32 param1, unk32 param2) {
}
if (this->mUnk_54.mUnk_00.type_index == REF_TYPE_INDEX(ActorRefType_0, 0x1000)) {
Vec2b stack;
Vec2bCpp stack;
stack.x = this->mUnk_54.mUnk_00.type_index;
stack.y = this->mUnk_54.mUnk_00.unk_id;