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https://github.com/zeldaret/st
synced 2026-09-02 17:53:19 -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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@@ -12,7 +12,8 @@
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extern "C" void func_ov000_0205ca74(unk32);
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extern "C" void func_ov000_0205d65c(void *, VecFx32 *, VecFx32 *, u32);
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PlayerSceneChange::PlayerSceneChange() {
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PlayerSceneChange::PlayerSceneChange() :
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mUnk_54(false) {
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this->mUnk_68 = this->mUnk_2C->mUnk_14C;
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this->mUnk_6C = -1;
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@@ -77,16 +78,16 @@ extern "C" void func_01ff930c(UnkStruct_ov000_0208f820_40 *, unk16, unk32);
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// https://decomp.me/scratch/c7PhN
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void PlayerSceneChange::vfunc_0C(UnkStruct_PlayerGet_vfunc_0C_param1 *param1) {
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const fx16 *pSinCosTable = gSinCosTable;
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Vec2b stack4;
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Vec2bCpp stack4;
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s16 stack3;
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Vec2b stack2;
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Vec2bCpp stack2;
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UnkStackStruct1 stack;
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switch (param1->mUnk_04) {
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case 0x3C: {
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int iVar19 = data_027e0cd8->mUnk_0C->func_ov000_02080658((this->mUnk_2C->mUnk_148 >> 16) & 0x3F, &this->mUnk_54);
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if (iVar19 != 0 && this->mUnk_28->mUnk_94 != 0 && func_ov096_02179c14()) {
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this->mUnk_54.mUnk_10 = 1;
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this->mUnk_54.unk_10 = 1;
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}
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switch (this->mUnk_68) {
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@@ -301,7 +302,7 @@ void PlayerSceneChange::vfunc_0C(UnkStruct_PlayerGet_vfunc_0C_param1 *param1) {
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this->mUnk_68 = data_027e09a4->func_ov000_02070554();
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}
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SceneIndex eScene = data_027e09a4->mUnk_00.mSceneIndex;
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SceneIndex eScene = data_027e09a4->CurrentSceneIndex();
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if (eScene == SceneIndex_tekiya07) {
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this->mUnk_68 = 0x18;
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} else {
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