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https://github.com/zeldaret/st
synced 2026-08-10 11:14:06 -04:00
Decompile overlay 112 (PlayerSceneChange) (#38)
* fix scratch upload? * start overlay 112 * comment format thing * build fixes 1 * name cs index * started vfunc_0c and vfunc_10 * added scratch links * config changes * fix build issues * first wave of broken matches * second wave of broken matches * fix build issue * third wave of broken matches * forth wave of broken matches
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+66
-19
@@ -29,15 +29,26 @@ typedef s16 q4;
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#define SIN(n) (gSinCosTable[2 * ((n) >> 4)])
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#define COS(n) (gSinCosTable[2 * ((n) >> 4) + 1])
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#define SIN2(table, n) ((table)[2 * ((n) >> 4)])
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#define COS2(table, n) ((table)[2 * ((n) >> 4) + 1])
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#ifdef __cplusplus
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}
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#endif
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#ifdef __cplusplus
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struct Vec2b {
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/* 0 */ u8 x;
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/* 1 */ u8 y;
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/* 2 */
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union Vec2b {
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struct {
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/* 0 */ u8 x;
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/* 1 */ u8 y;
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/* 2 */
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};
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u8 coords[2];
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void operator=(const Vec2b &from) {
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this->x = from.x;
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this->y = from.y;
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}
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Vec2b() {}
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Vec2b(u8 X, u8 Y) {
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@@ -51,6 +62,11 @@ struct Vec2s {
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/* 2 */ s16 y;
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/* 4 */
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void operator=(const Vec2s &from) {
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this->x = from.x;
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this->y = from.y;
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}
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Vec2s() {}
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Vec2s(s16 X, s16 Y) {
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x = X;
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@@ -63,6 +79,11 @@ struct Vec2us {
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/* 2 */ u16 y;
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/* 4 */
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void operator=(const Vec2us &from) {
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this->x = from.x;
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this->y = from.y;
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}
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Vec2us() {}
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Vec2us(u16 X, u16 Y) {
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x = X;
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@@ -70,10 +91,18 @@ struct Vec2us {
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}
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};
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struct Vec2p {
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/* 0 */ q20 x;
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/* 4 */ q20 y;
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/* 8 */
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union Vec2p {
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struct {
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/* 0 */ q20 x;
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/* 4 */ q20 y;
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/* 8 */
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};
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q20 coords[2];
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void operator=(const Vec2p &from) {
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this->x = from.x;
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this->y = from.y;
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}
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Vec2p() {}
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Vec2p(q20 X, q20 Y) {
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@@ -82,11 +111,19 @@ struct Vec2p {
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}
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};
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struct Vec3p {
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/* 0 */ q20 x;
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/* 4 */ q20 y;
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/* 8 */ q20 z;
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/* c */
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union Vec3p {
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struct {
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q20 x;
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q20 y;
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q20 z;
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};
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q20 coords[3];
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void operator=(const Vec3p &from) {
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this->x = from.x;
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this->y = from.y;
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this->z = from.z;
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}
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Vec3p() {}
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Vec3p(q20 X, q20 Y, q20 Z) {
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@@ -96,12 +133,22 @@ struct Vec3p {
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}
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};
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struct Vec4p {
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/* 00 */ q20 x;
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/* 04 */ q20 y;
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/* 08 */ q20 z;
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/* 0c */ q20 w;
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/* 10 */
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union Vec4p {
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struct {
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/* 00 */ q20 x;
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/* 04 */ q20 y;
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/* 08 */ q20 z;
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/* 0c */ q20 w;
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/* 10 */
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};
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q20 coords[4];
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void operator=(const Vec4p &from) {
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this->x = from.x;
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this->y = from.y;
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this->z = from.z;
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this->w = from.w;
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}
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Vec4p() {}
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Vec4p(q20 X, q20 Y, q20 Z, q20 W) {
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