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Decompile overlay 1 (Part 7) (#106)
* run ninja format * delink what's left from overlay 1 (except dsprotect) * fix regressions * UnkStruct_027e0ce0_1C_001 97% * UnkStruct_0204a110_001 OK * UnkStruct_ov024_020d86a0_001 OK * UnkStruct_ov000_020b50c0_001 OK * GameModeCreate OK * AdventureModeManager_001 OK * GameModeAdventure_001 OK * AdventureModeManager_001 OKn't because weak issues * ZeldaCollisionBinary OK * UnkStruct_027e09c0_001 OK * UnkStruct_ov000_020b504c_001 OK * UnkStruct_ov000_02067bc4.hpp -> UnkStruct_ov000_020b504c.hpp * match overlay 97 * match overlay 100 * run ninja format
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@@ -947,7 +947,7 @@ public:
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/* 1C4 */ SceneInfos mUnk_1CC;
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/* 1D4 */
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AdventureModeManager(unk32 param1);
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AdventureModeManager(UnkStruct_0204a110_Sub2 *param1);
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// data_ov024_020d7c18 vtable
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/* 08 */ virtual ~AdventureModeManager() override;
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@@ -1007,7 +1007,7 @@ public:
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bool func_ov024_020c6dec();
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void func_ov024_020c699c();
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static AdventureModeManager *Create(unk32 param1);
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static GameModeManagerBase *Create(UnkStruct_0204a110_Sub2 *param1);
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static void func_ov001_020c00d4();
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static void func_ov001_020c0104();
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static void func_ov001_020c0194();
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