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https://github.com/zeldaret/st
synced 2026-08-24 07:20:15 -04:00
Merge headers from nitro decomp (#69)
* merge headers from nitro decomp * cleanup: use inlines from g2.h and gx.h when changing registers * cleanup: remove externs declarations in source files
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@@ -5,9 +5,9 @@
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#include "Unknown/UnkStruct_027e0cec.hpp"
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#include "versions.h"
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extern "C" void func_01ffaf74(Vec3p *, Mat4x3p *, Vec3p *);
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extern "C" q20 func_01ffb464(q20);
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extern "C" void func_01ff9218(q20 *, q20, q20);
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extern "C" void func_01ffaf74(VecFx32 *, Mat4x3p *, VecFx32 *);
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extern "C" fx32 func_01ffb464(fx32);
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extern "C" void func_01ff9218(fx32 *, fx32, fx32);
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const UnkStruct_ov031_021150b0 data_ov031_02115254(0x1E66);
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@@ -118,7 +118,7 @@ ARM void MapObjectDoorSwitch::vfunc_14(void) {
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Mat3p_InitYRotation(&m, SIN(angle), COS(angle));
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Vec3p local_40(this->mPos);
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VecFx32 local_40(this->mPos);
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local_40.y -= this->mUnk_6C * 2;
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this->mUnk_094.vfunc_14(&m, &local_40);
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}
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@@ -128,16 +128,16 @@ ARM void MapObjectDoorSwitch::vfunc_18(s8 *param1, s8 param2) {
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}
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ARM void MapObjectDoorSwitch::vfunc_74(void) {
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Vec3p local_20 = this->mPos;
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Vec3p local_2c;
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Vec3p_Init(0, 0, 0x666, &local_2c);
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VecFx32 local_20 = this->mPos;
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VecFx32 local_2c;
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VecFx32_Init(0, 0, 0x666, &local_2c);
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Mat4x3p m;
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u16 angle = this->mUnk_14;
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Mat4x3p_InitYRotation(&m, SIN(angle), COS(angle));
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func_01ffaf74(&local_2c, &m, &local_2c);
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Vec3p_Add(&local_20, &local_2c, &local_20);
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VecFx32_Add(&local_20, &local_2c, &local_20);
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data_027e0cec->func_ov000_0209ff8c(&this->mUnk_68, 0x8CF, &local_20, 4);
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@@ -224,7 +224,7 @@ ARM void MapObjectDoorSwitch::vfunc_54(void) {
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func_01ff9218(&this->mUnkPos, -FLOAT_TO_Q20(1.35f), func_01ffb464(INT_TO_Q20(this->mUnk_80)));
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}
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q20 temp_118 = this->mUnkPos;
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fx32 temp_118 = this->mUnkPos;
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this->mUnk_0F4.mUnk_0C.x = -FLOAT_TO_Q20(1.0f);
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this->mUnk_0F4.mUnk_0C.y = FLOAT_TO_Q20(0.0f);
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this->mUnk_0F4.mUnk_0C.z = temp_118;
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@@ -271,7 +271,7 @@ ARM void MapObjectDoorSwitch::vfunc_54(void) {
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func_01ff9218(&this->mUnkPos, -FLOAT_TO_Q20(1.35f), func_01ffb464(INT_TO_Q20(this->mUnk_80)));
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}
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q20 temp_118 = this->mUnkPos;
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fx32 temp_118 = this->mUnkPos;
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this->mUnk_0F4.mUnk_0C.x = -FLOAT_TO_Q20(1.0f);
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this->mUnk_0F4.mUnk_0C.y = FLOAT_TO_Q20(0.0f);
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this->mUnk_0F4.mUnk_0C.z = temp_118;
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