mirror of
https://github.com/zeldaret/st
synced 2026-08-25 07:44:42 -04:00
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
This commit is contained in:
@@ -5,7 +5,6 @@
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#include "Render/ModelRender.hpp"
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#include "Unknown/Common.hpp"
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#include "Unknown/UnkStruct_027e09a4.hpp"
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#include "Unknown/UnkStruct_ov000_0208f820.hpp"
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#include "math.hpp"
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#include "types.h"
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@@ -38,7 +37,10 @@ struct UnkStruct_ov000_020ab4dc {
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/* 66 */ unk16 mUnk_70;
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/* 66 */ unk16 mUnk_72;
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/* 74 */ s16 mUnk_74;
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/* 78 */ STRUCT_PAD(0x78, 0x9C);
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/* 78 */ STRUCT_PAD(0x76, 0x86);
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/* 86 */ u8 mUnk_86[7];
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/* 8D */ STRUCT_PAD(0x8D, 0x98);
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/* 98 */ unk32 mUnk_98;
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/* 9C */
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};
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extern const UnkStruct_ov000_020ab4dc data_ov000_020ab4dc[PlayerCharacter_Max];
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@@ -66,6 +68,20 @@ inline bool PlayerCharacter_IsNotLink2(PlayerCharacter character) {
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return ret;
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}
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class UnkStruct_PlayerGet_64 {
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public:
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/* 00 */ ActorRef *mUnk_00;
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/* 04 */ unk32 mUnk_04;
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/* 08 */ u16 mUnk_08; // makes link invisible when set
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/* 0A */ unk16 mUnk_0A;
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/* 0C */
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UnkStruct_PlayerGet_64(void *param1);
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~UnkStruct_PlayerGet_64();
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void func_ov000_0208a100();
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};
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class ModelRender_Derived3 : public ModelRender {
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public:
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/* 00 (base) */
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@@ -5,6 +5,81 @@
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class UnkStruct_027e0ce0_40;
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class PlayerLinkActor_A0_38;
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class PlayerLinkActor_A0_04 {
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public:
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/* 00 */ unk32 mUnk_00;
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// overlay 0
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void func_ov000_02088268();
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};
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class PlayerLinkActor_A0_10 {
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public:
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/* 00 */ unk32 mUnk_00;
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/* 04 */ unk32 mUnk_04;
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/* 00 */ virtual ~PlayerLinkActor_A0_10();
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// overlay 31
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void func_ov031_020e076c();
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};
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class PlayerLinkActor_A0_14 {
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public:
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/* 00 */ unk32 mUnk_00;
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/* 00 */ virtual ~PlayerLinkActor_A0_14();
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};
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class PlayerLinkActor_A0_18 {
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public:
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/* 00 */ unk32 mUnk_00;
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~PlayerLinkActor_A0_18();
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// overlay 82
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void func_ov082_02157bb8();
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};
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class PlayerLinkActor_A0_1C {
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public:
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/* 00 */ unk32 mUnk_00;
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// overlay 101
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void func_ov101_02183290();
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};
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class PlayerLinkActor_A0_28 {
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public:
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/* 00 */ unk32 mUnk_00;
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/* 04 */ unk32 mUnk_04;
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/* 08 */ unk32 mUnk_08;
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/* 0C */
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PlayerLinkActor_A0_28(PlayerLinkActor_A0_10 *param1, PlayerLinkActor_A0_14 *param2);
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~PlayerLinkActor_A0_28();
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};
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class PlayerLinkActor_A0_2C {
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public:
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/* 00 */ unk32 mUnk_00;
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PlayerLinkActor_A0_2C();
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// overlay 0
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void func_ov000_0208e704();
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};
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class PlayerLinkActor_A0_34 {
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public:
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/* 00 */ unk32 mUnk_00;
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PlayerLinkActor_A0_34();
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// overlay 0
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void func_ov000_02082748();
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};
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class PlayerLinkActor_A0_38_04_Base : public LinkList<PlayerLinkActor_A0_38_04_Base> {
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public:
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/* 00 (vtable) */
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@@ -69,17 +144,49 @@ public:
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class PlayerLinkActor_A0 {
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public:
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/* 00 */ STRUCT_PAD(0x00, 0x38);
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/* 00 */ unk32 mUnk_00;
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/* 04 */ PlayerLinkActor_A0_04 *mUnk_04;
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/* 08 */ unk32 mUnk_08;
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/* 0C */ unk32 mUnk_0C;
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/* 10 */ PlayerLinkActor_A0_10 *mUnk_10;
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/* 14 */ PlayerLinkActor_A0_14 *mUnk_14;
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/* 18 */ PlayerLinkActor_A0_18 *mUnk_18;
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/* 1C */ PlayerLinkActor_A0_1C *mUnk_1C;
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/* 20 */ PlayerLinkActor_A0_38 *mUnk_20;
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/* 24 */ void *mUnk_24;
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/* 28 */ PlayerLinkActor_A0_28 *mUnk_28;
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/* 2C */ PlayerLinkActor_A0_2C mUnk_2C;
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/* 30 */ unk32 mUnk_30;
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/* 34 */ PlayerLinkActor_A0_34 mUnk_34;
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/* 38 */ PlayerLinkActor_A0_38 *mUnk_38;
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/* 3C */ STRUCT_PAD(0x3C, 0x94);
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/* 3C */ STRUCT_PAD(0x3C, 0x5C);
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/* 5C */ UnkStruct_PlayerGet_64 mUnk_5C;
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/* 68 */ unk32 mUnk_68;
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/* 6C */ unk32 mUnk_6C;
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/* 70 */ u32 mUnk_70;
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/* 74 */ unk32 mUnk_74;
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/* 78 */ bool mUnk_78;
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/* 79 */ STRUCT_PAD(0x79, 0x7D);
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/* 7D */ bool mUnk_7D;
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/* 7E */ bool mUnk_7E;
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/* 80 */ void *mUnk_80;
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/* 84 */ unk32 mUnk_84;
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/* 88 */ unk32 mUnk_88;
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/* 8C */ unk32 mUnk_8C;
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/* 90 */ unk32 mUnk_90;
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/* 94 */
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PlayerLinkActor_A0(unk32 param1, UnkStruct_027e0ce0_40 *param2, PlayerActorBase *pPlayer, PlayerLinkActor_9C *param4);
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~PlayerLinkActor_A0();
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// overlay 0
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bool func_ov000_02091f08(unk32 param1);
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void func_ov000_020921e4(unk32 param1);
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void func_ov000_02091ea0();
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void func_ov000_020936ec();
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u32 func_ov000_02093718();
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u8 func_ov000_0209378c(); // bool?
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void func_ov000_02093a04();
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// overlay 1
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void func_ov001_020bd2e0();
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