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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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@@ -8,8 +8,6 @@ extern "C" void func_ov000_0205d65c(void *, VecFx32 *, VecFx32 *, u32);
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extern "C" void func_ov000_0208cac8(UnkStruct_ov000_0208f820_28 *, VecFx32 *, unk32);
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extern "C" unk32 func_ov000_0208dc98(unk32);
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extern "C" void func_ov000_020830a4(unk32, unk32, unk32, unk32, unk32, unk32);
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extern "C" unk32 func_ov000_02093718(UnkStruct_ov000_0208f820_30 *);
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extern "C" unk32 func_ov000_0209378c(UnkStruct_ov000_0208f820_30 *);
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extern "C" void func_ov000_020830d4(unk32, u16, unk32, unk32, unk32);
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PlayerSceneChange2::PlayerSceneChange2() {
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@@ -67,8 +65,8 @@ void PlayerSceneChange2::vfunc_0C(UnkStruct_PlayerGet_vfunc_0C_param1 *param1) {
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func_ov000_0208cac8(this->mUnk_28, &this->mUnk_60, 0);
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func_ov000_020830a4(this->mUnk_48, 0, this->mUnk_28->mUnk_48, 1, 1, func_ov000_0208dc98(this->mUnk_28->mUnk_48));
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func_ov000_020830d4(this->mUnk_48, this->mUnk_40->mUnk_00, func_ov000_02093718(this->mUnk_30),
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func_ov000_0209378c(this->mUnk_30), 0);
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func_ov000_020830d4(this->mUnk_48, this->mUnk_40->mUnk_00, this->mUnk_30->func_ov000_02093718(),
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this->mUnk_30->func_ov000_0209378c(), 0);
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break;
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case 0x44:
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func_ov000_0208cac8(this->mUnk_28, &this->mUnk_60, 0);
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