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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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@@ -394,16 +394,22 @@ public:
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const bool IsBossLast1() const { return this->mLoadedOverlays[OverlaySlot_8] == OverlayIndex_BossLast1; }
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const bool IsBossLast2() const { return this->mLoadedOverlays[OverlaySlot_8] == OverlayIndex_BossLast2; }
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const bool IsDungeonForest() const { return this->mLoadedOverlays[OverlaySlot_8] == OverlayIndex_DgnForest; }
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const bool IsDungeonDesert() const { return this->mLoadedOverlays[OverlaySlot_8] == OverlayIndex_DgnDesert; }
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const bool IsPirateHideout() const { return this->mLoadedOverlays[OverlaySlot_8] == OverlayIndex_FldAjito; }
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const bool IsASR() const { return this->mLoadedOverlays[OverlaySlot_9] == OverlayIndex_ASR; }
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const bool IsPlayerSub() const { return this->mLoadedOverlays[OverlaySlot_9] == OverlayIndex_PlayerSub; }
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const bool IsPlayerPhantom() const { return this->mLoadedOverlays[OverlaySlot_10] == OverlayIndex_PlayerPhantom; }
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const bool IsPlayerZelda() const { return this->mLoadedOverlays[OverlaySlot_10] == OverlayIndex_PlayerZelda; }
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const bool IsMapLava() const { return this->mLoadedOverlays[OverlaySlot_12] == OverlayIndex_MapLava; }
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const bool IsMapA6() const { return this->mLoadedOverlays[OverlaySlot_13] == OverlayIndex_MapA6; }
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const bool IsMapB3() const { return this->mLoadedOverlays[OverlaySlot_14] == OverlayIndex_MapB3; }
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const bool IsMapC1() const { return this->mLoadedOverlays[OverlaySlot_15] == OverlayIndex_MapC1; }
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// clang-format on
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void Load(OverlaySlot slot, OverlayIndex index);
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