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https://github.com/zeldaret/st
synced 2026-08-26 08:02:50 -04:00
Cleanup some actors of ov031 (#131)
* feat: mark NORE as completed in delink * feat: cleanup some functions * refactor: remove explicit dtors of MLCK * fix: match back vfunc_6C
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@@ -57,7 +57,7 @@ void ActorUnkFLEN::vfunc_20() {
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}
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}
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void ActorUnkFLEN::SetState(ActorUnkFLENState state) {
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void ActorUnkFLEN::SetState(ActorState state) {
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this->mState = state;
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switch (state) {
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@@ -86,7 +86,7 @@ bool ActorUnkFLEN::func_ov031_020f81f8() {
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actorParams.mInitialAngle = this->mAngle;
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VecFx32_Copy(&this->mPos, &actorParams.mInitialPos);
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actorParams.mInitialPos.y += 0x5000;
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actorParams.mInitialPos.y += FLOAT_TO_FX32(5.0f);
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u16 index = this->mUnk_5C.mParams[0];
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actorParams.mParams[0] = data_ov031_02110b90[index];
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@@ -95,6 +95,3 @@ bool ActorUnkFLEN::func_ov031_020f81f8() {
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return actorRef.type_index != 0;
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}
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ActorUnkFLEN::~ActorUnkFLEN() {}
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ActorProfileUnkFLEN::~ActorProfileUnkFLEN() {}
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@@ -82,7 +82,7 @@ bool ActorUnkMLCK::vfunc_18(unk32 param1) {
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}
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void ActorUnkMLCK::vfunc_54(unk32 param1, unk32 param2) {
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if (param2 != 0) {
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if (param2 == 0) {
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return;
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}
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this->vfunc_64(0x1);
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@@ -262,6 +262,3 @@ bool ActorUnkMLCK::func_ov031_020fb204(unk32 param1) {
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}
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return false;
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}
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ActorUnkMLCK::~ActorUnkMLCK() {}
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ActorProfileUnkMLCK::~ActorProfileUnkMLCK() {}
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@@ -29,6 +29,3 @@ bool ActorUnkNORE::vfunc_18(unk32 param1) {
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return true;
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}
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ActorUnkNORE::~ActorUnkNORE() {}
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ActorProfileUnkNORE::~ActorProfileUnkNORE() {}
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@@ -53,7 +53,7 @@ ActorUnkTGTZ::ActorUnkTGTZ() :
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mUnk_094(NULL),
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mUnk_09C(true),
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#else
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mUnk_094(NULL, 0xC, NULL),
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mUnk_094(G3d_GetModelPtr(GET_PROFILE(ActorProfileUnkTGTZ)->mUnk_3C.mUnk_50), 0xC, &this->mUnk_100),
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#endif
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mUnk_1B4(NULL),
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mUnk_1B8(0x0),
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