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Decompile overlay 24 (Part 1) (#65)
* GameModeAdventure_001 OK * GameModeAdventure_024 17% * GameModeAdventure_024 73% * GameModeAdventure_024 99% * jp region differences * rename GameModeAdventure_024 and GameModeAdventure + UnkStruct_ov000_020d8660_024 OK * UnkActorSystem1OK * UnkActorSystem2 OK * delink more of ov024 & UnkStruct_027e0998_024 OK * improve instance stuff & UnkStruct_027e0cf8_024 OK * AdventureModeManager_160_024 OK & GameModeStartUp OK * fix regressions * fix regressions 2 * AdventureModeManager_170 OK * AdventureModeManager_174_Base OK * AdventureModeManager_174 OK * mark GameModeAdventure_024 as complete * AdventureModeManager_178 OK * AdventureModeManager_180 OK * AdventureModeManager_184_024 OK * AdventureModeManager_18C_024 OK & AdventureModeManager_190_024 OK * AdventureModeManager_15C_20_00 61% * AdventureModeManager_15C_20_00 OK * jp version differences * delink what's left in the overlay * fix regressions * AdventureModeManager_1B8_Base_024 98% * AdventureModeManager_1B8 48% and link AdventureModeManager_024 * AdventureModeManager_1B8_Base and AdventureModeManager_1B8 OK * oops * mark statics as local
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@@ -387,6 +387,14 @@ public:
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/* 00 */ OverlayIndex mLoadedOverlays[OverlaySlot_COUNT];
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/* 48 */
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bool IsPlayerSub() {
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return this->mLoadedOverlays[OverlaySlot_9] == OverlayIndex_PlayerSub;
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}
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bool IsMapA6() {
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return this->mLoadedOverlays[OverlaySlot_13] == OverlayIndex_MapA6;
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}
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void Load(OverlaySlot slot, OverlayIndex index);
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void LoadIfNotLoaded(OverlaySlot slot, OverlayIndex index);
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void Unload(OverlaySlot slot);
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