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Misc Stuff 2 (#33)
* match UnkStruct_ov000_020b4f84_00_Base * lots of random stuff * match other funcs from game.cpp * data_02049a2c -> gGame, UnkStruct_02049a2c -> Game * match operator new * fix regressions * fix some warnings * another round of random things * another round of random things 2 * complete slots column in overlays.md * add scene indices * gamemode stuff * misc stuff * fix build issues * document random things * fix regressions * final round of random things (for now)
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@@ -98,7 +98,7 @@ THUMB void ActorManager::func_ov001_020bb018(UnkStruct_func_ov001_020bb018_param
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int aligned0A = ALIGN_NEXT(unk_0A, 8);
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int aligned08 = ALIGN_NEXT(unk_08, 8);
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int iVar5 = data_027e09a0->func_ov000_020702a8(data_027e09a4->mUnk_00)->mUnk_20;
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int iVar5 = data_027e09a0->func_ov000_020702a8(data_027e09a4->mSceneIndex)->mUnk_20;
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s32 allocCount;
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if (data_027e09a4->mUnk_60 == 0) {
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@@ -124,7 +124,7 @@ THUMB void ActorManager::func_ov001_020bb018(UnkStruct_func_ov001_020bb018_param
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unk32 iVar5;
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if (func_01ffd3b0() != 0) {
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iVar5 = data_027e09a4->mUnk_00;
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iVar5 = data_027e09a4->mSceneIndex;
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if (iVar5 == 0x3E) {
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this->mUnk_34 = 0xFFFFECCD; // ~0x1332
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@@ -199,7 +199,7 @@ THUMB void ActorManager::func_ov001_020bb018(UnkStruct_func_ov001_020bb018_param
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}
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}
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if (data_027e09a4->UnkCheck(data_027e09a4->mUnk_00)) {
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if (data_027e09a4->UnkCheck(data_027e09a4->mSceneIndex)) {
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func_ov071_0215e8d4();
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}
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@@ -212,7 +212,7 @@ THUMB void ActorManager::func_ov001_020bb018(UnkStruct_func_ov001_020bb018_param
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THUMB void ActorManager::func_ov001_020bb414(ActorManager *instance) {
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func_ov001_020ba59c(&data_0204999c);
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if (data_027e09a4->UnkCheck(data_027e09a4->mUnk_00)) {
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if (data_027e09a4->UnkCheck(data_027e09a4->mSceneIndex)) {
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instance->func_ov001_020bb844();
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}
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@@ -244,7 +244,7 @@ THUMB void ActorManager::func_ov001_020bb488() {
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data_027e0cf4->func_ov021_020f8cdc();
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}
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if (data_027e09a4->UnkCheck(data_027e09a4->mUnk_00)) {
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if (data_027e09a4->UnkCheck(data_027e09a4->mSceneIndex)) {
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data_027e0d70->func_ov068_0215e8f8();
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}
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}
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@@ -264,7 +264,7 @@ THUMB void ActorManager::func_ov001_020bb548() {
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i++;
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}
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unk32 value = data_027e09a4->mUnk_00;
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unk32 value = data_027e09a4->mSceneIndex;
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if (data_027e09a4->UnkCheck(value)) {
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data_027e0d70->func_ov071_0215e9ac();
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