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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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@@ -9,7 +9,7 @@ struct UnkStruct {
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extern "C" void func_01ffecdc(int, void *);
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MapObject *MapObjectManager::func_01fff498(Vec2b param1) {
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MapObject *MapObjectManager::func_01fff498(Vec2bCpp param1) {
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if (this->mUnk_0C[param1.y][param1.x] < 0) {
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return NULL;
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}
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