mirror of
https://github.com/zeldaret/st
synced 2026-10-26 12:05:49 -04:00
Sync nitro headers with nitro decomp (#156)
* sync headers with nitro decomp * fix most build issues * fix symbols * fix regressions
This commit is contained in:
@@ -1,5 +1,3 @@
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#define VECFX32_CTORS
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#include "MapObject/MapObjectUnkSWSW.hpp"
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#include "profile.hpp"
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@@ -35,8 +33,8 @@ MapObjectProfileUnkSWSW::MapObjectProfileUnkSWSW() :
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MapObjectProfileUnkSWSW_Base(MapObjectId_SWSW) {
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this->mUnk_D4.mUnk_08 = 0x7007;
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VecFx32_Init(FLOAT_TO_FX32(-0.5002f), FLOAT_TO_FX32(-1.0002), FLOAT_TO_FX32(-1.0002), &this->mUnk_D4.mUnk_0C);
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VecFx32_Init(FLOAT_TO_FX32(0.5f), FLOAT_TO_FX32(1.0f), FLOAT_TO_FX32(0.0f), &this->mUnk_D4.mUnk_18);
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VecFx32_Init(FX_F32_TO_FX32(-0.5002f), FX_F32_TO_FX32(-1.0002), FX_F32_TO_FX32(-1.0002), &this->mUnk_D4.mUnk_0C);
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VecFx32_Init(FX_F32_TO_FX32(0.5f), FX_F32_TO_FX32(1.0f), FX_F32_TO_FX32(0.0f), &this->mUnk_D4.mUnk_18);
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this->mUnk_D4.mUnk_04 |= 0x2;
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this->mUnk_06 = -0x1;
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@@ -60,14 +58,14 @@ MapObjectUnkSWSW_40::MapObjectUnkSWSW_40(G3d_Model *pModel) :
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void MapObjectUnkSWSW_40::vfunc_1C(UnkSystem4_vfunc_1C *param1) {
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if (param1->mUnk_00[0x1] == this->mUnk_60) {
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param1->mUnk_B4->mUnk_00 &= ~0x2;
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Mat3p_InitXRotation(¶m1->mUnk_B4->mUnk_28, SIN((u16) this->mUnk_68), COS((u16) this->mUnk_68));
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MtxFx33_InitXRotation(¶m1->mUnk_B4->mUnk_28, SIN((u16) this->mUnk_68), COS((u16) this->mUnk_68));
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}
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if (param1->mUnk_00[0x1] != this->mUnk_64) {
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return;
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}
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param1->mUnk_B4->mUnk_00 &= ~0x2;
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Mat3p_InitXRotation(¶m1->mUnk_B4->mUnk_28, SIN((u16) this->mUnk_6A), COS((u16) this->mUnk_6A));
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MtxFx33_InitXRotation(¶m1->mUnk_B4->mUnk_28, SIN((u16) this->mUnk_6A), COS((u16) this->mUnk_6A));
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}
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struct UnkStruct_ov032_021210a0 {
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@@ -100,7 +98,7 @@ void MapObjectUnkSWSW_40::func_ov032_021210a0(fx32 param1) {
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MapObjectUnkSWSW::MapObjectUnkSWSW() :
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mUnk_040(G3d_GetUnkPtr(GET_PROFILE_20_50(MapObjectProfileUnkSWSW), &data_ov032_02121ef4)),
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mUnk_0AC(&this->mUnk_0CC, NULL),
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mUnk_0EC(FLOAT_TO_FX32(0.0f), FLOAT_TO_FX32(0.5f), FLOAT_TO_FX32(-0.4202f)),
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mUnk_0EC(FX_F32_TO_FX32(0.0f), FX_F32_TO_FX32(0.5f), FX_F32_TO_FX32(-0.4202f)),
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mUnk_0F8(NULL),
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mUnk_0FC(0x4),
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mUnk_100(0, 0),
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@@ -119,11 +117,11 @@ bool MapObjectUnkSWSW::Init() {
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func_01ffedac(&sp00, &this->mPos);
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if (data_027e0cd8_0C->func_ov000_02080180(&sp00) == 0x14) {
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this->mPos.y = FLOAT_TO_FX32(0.0f);
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this->mPos.y = FX_F32_TO_FX32(0.0f);
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}
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if (this->mUnk_20.mParams[2] != 0x0) {
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this->mPos.y += MUL_FX32(this->mUnk_20.mParams[2] << 0xC, 0x1333);
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this->mPos.y += FX_MUL(this->mUnk_20.mParams[2] << 0xC, 0x1333);
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}
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this->mUnk_0AC.mpModel = this->mUnk_040.mpModel;
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@@ -155,7 +153,8 @@ bool MapObjectUnkSWSW::Init() {
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if (this->mUnk_20.mParams[0] == 0x0) {
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VecFx32 sp04;
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VecFx32_Init(this->mPos.x + this->mUnk_0EC.x, this->mPos.y + this->mUnk_0EC.y, this->mPos.z + this->mUnk_0EC.z, &sp04);
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VecFx32_Init(this->mPos.x + this->mUnk_0EC.vec.x, this->mPos.y + this->mUnk_0EC.vec.y,
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this->mPos.z + this->mUnk_0EC.vec.z, &sp04);
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ActorUnkNSSW *actorNSSW = this->func_ov032_02121dc8(&sp04);
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this->mUnk_0F8 = actorNSSW;
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@@ -163,7 +162,7 @@ bool MapObjectUnkSWSW::Init() {
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this->vfunc_3C(0x0);
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this->mUnk_108 = FLOAT_TO_FX32(0.0f);
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this->mUnk_108 = FX_F32_TO_FX32(0.0f);
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this->MapObject::func_ov000_0209d2c4(0x1, true);
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@@ -173,7 +172,7 @@ bool MapObjectUnkSWSW::Init() {
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} else {
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this->vfunc_3C(0x2);
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this->mUnk_108 = FLOAT_TO_FX32(1.0f);
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this->mUnk_108 = FX_F32_TO_FX32(1.0f);
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this->MapObject::func_ov000_0209d2c4(0x0, true);
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@@ -213,10 +212,10 @@ void MapObjectUnkSWSW::vfunc_08() {
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VecFx32_Normalize(&sp48, &sp48);
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VecFx32 sp3C;
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VecFx32_Init(FLOAT_TO_FX32(0.0f), FLOAT_TO_FX32(0.0f), FLOAT_TO_FX32(1.0f), &sp3C);
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VecFx32_Init(FX_F32_TO_FX32(0.0f), FX_F32_TO_FX32(0.0f), FX_F32_TO_FX32(1.0f), &sp3C);
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bool var_r5 = false;
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if (VecFx32_Dot(&sp48, &sp3C) > FLOAT_TO_FX32(0.4f)) {
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if (VecFx32_Dot(&sp48, &sp3C) > FX_F32_TO_FX32(0.4f)) {
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s16 param = (s16) func_01ffbbe0(sp48.x, sp48.z);
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func_01ff91b8(&this->mUnk_10C, param, 0x333);
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@@ -264,8 +263,8 @@ void MapObjectUnkSWSW::vfunc_08() {
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VecFx32 sp18;
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VecFx32 sp0C;
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if (this->mUnk_100.HasReachedMax()) {
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VecFx32_Init(this->mPos.x + this->mUnk_0EC.x, this->mPos.y + this->mUnk_0EC.y, this->mPos.z + this->mUnk_0EC.z,
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&sp30);
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VecFx32_Init(this->mPos.x + this->mUnk_0EC.vec.x, this->mPos.y + this->mUnk_0EC.vec.y,
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this->mPos.z + this->mUnk_0EC.vec.z, &sp30);
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sp18 = sp30;
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ActorUnkNSSW *actorNSSW = this->mUnk_0F8;
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@@ -279,9 +278,9 @@ void MapObjectUnkSWSW::vfunc_08() {
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this->vfunc_3C(0x0);
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} else {
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fx32 z = this->mPos.z + this->mUnk_0EC.z +
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fx32 z = this->mPos.z + this->mUnk_0EC.vec.z +
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func_02015a18(this->mUnk_100.max << 0xC, 0, -0x1000, 0, this->mUnk_100.value << 0xC, 0, 0);
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VecFx32_Init(this->mPos.x + this->mUnk_0EC.x, this->mPos.y + this->mUnk_0EC.y, z, &sp24);
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VecFx32_Init(this->mPos.x + this->mUnk_0EC.vec.x, this->mPos.y + this->mUnk_0EC.vec.y, z, &sp24);
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sp0C = sp24;
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@@ -356,8 +355,8 @@ bool MapObjectUnkSWSW::vfunc_1C(ActorRef param1, unk32 param2, VecFx32 *param3)
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VecFx32 sp14;
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VecFx32 sp08;
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VecFx32_Init(this->mPos.x + this->mUnk_0EC.x, this->mPos.y + this->mUnk_0EC.y, this->mPos.z + this->mUnk_0EC.z,
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&sp14);
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VecFx32_Init(this->mPos.x + this->mUnk_0EC.vec.x, this->mPos.y + this->mUnk_0EC.vec.y,
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this->mPos.z + this->mUnk_0EC.vec.z, &sp14);
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sp08 = sp14;
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ActorUnkNSSW *nssw114 = this->mUnk_114;
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@@ -443,8 +442,8 @@ void MapObjectUnkSWSW::vfunc_3C(unk32 param1) {
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VecFx32 sp0C;
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VecFx32 sp00;
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VecFx32_Init(this->mPos.x + this->mUnk_0EC.x, this->mPos.y + this->mUnk_0EC.y, this->mPos.z + this->mUnk_0EC.z,
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&sp0C);
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VecFx32_Init(this->mPos.x + this->mUnk_0EC.vec.x, this->mPos.y + this->mUnk_0EC.vec.y,
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this->mPos.z + this->mUnk_0EC.vec.z, &sp0C);
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ActorUnkNSSW *actorNSSW = this->func_ov032_02121dc8(&sp0C);
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this->mUnk_0F8 = actorNSSW;
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@@ -453,8 +452,8 @@ void MapObjectUnkSWSW::vfunc_3C(unk32 param1) {
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this->mUnk_100.Set(0, 40);
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this->mUnk_0AC.func_ov000_020577f8(0x1000);
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VecFx32_Init(this->mPos.x + this->mUnk_0EC.x, this->mPos.y + this->mUnk_0EC.y,
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this->mPos.z + this->mUnk_0EC.z - FLOAT_TO_FX32(1.0f), &sp18);
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VecFx32_Init(this->mPos.x + this->mUnk_0EC.vec.x, this->mPos.y + this->mUnk_0EC.vec.y,
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this->mPos.z + this->mUnk_0EC.vec.z - FX_F32_TO_FX32(1.0f), &sp18);
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sp00 = sp18;
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ActorUnkNSSW *nssw0F8 = this->mUnk_0F8;
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@@ -478,14 +477,15 @@ void MapObjectUnkSWSW::vfunc_3C(unk32 param1) {
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void MapObjectUnkSWSW::vfunc_14(unk32 param1) {
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VecFx32 vec;
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VecFx32_Init(this->mPos.x + this->mUnk_0EC.x, this->mPos.y + this->mUnk_0EC.y, this->mPos.z + this->mUnk_0EC.z, &vec);
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VecFx32_Init(this->mPos.x + this->mUnk_0EC.vec.x, this->mPos.y + this->mUnk_0EC.vec.y, this->mPos.z + this->mUnk_0EC.vec.z,
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&vec);
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this->mUnk_040.func_01ffc6d4(this->mAngle, &vec);
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}
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struct UnkStack_ov032_02121dc8 {
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/* 00 */ ActorRef ref;
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/* 04 */ STRUCT_PAD(0x04, 0x08);
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/* 04 */ PAD(0x04, 0x08);
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/* 08 */
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};
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