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Match ActorItemDrop (#82)
* feat: begin decompilation * feat: improve * feat: update symbols * feat: huge improvements on decompiling * feat: rename files and add function to give item * feat: improvements * feat: decompiling stuff * feat: remove deprecated comment * feat: other improvements * feat: use float values for mUnk_50 and mUnk_52 * ActorDroppedItem OK * fix build issues * fix regressions * DroppedItem -> ItemDrop and name actor ids --------- Co-authored-by: Yanis002 <35189056+Yanis002@users.noreply.github.com>
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@@ -22,7 +22,7 @@ ARM PlayerSceneChange::PlayerSceneChange() {
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this->mUnk_80.coords = this->mUnk_34->coords;
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this->mUnk_8C = 0;
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this->mUnk_90 = 0;
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this->mUnk_90.Reset();
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*((u32 *) this->mUnk_94) = 0;
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this->mUnk_98 = -1;
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this->mUnk_9C.x = 0;
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@@ -47,12 +47,11 @@ ARM PlayerSceneChange::~PlayerSceneChange() {
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}
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ARM s16 PlayerSceneChange::func_ov112_02184bbc(s16 param1) {
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// fake match?
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if ((u32) (*(u16 *) &this->mUnk_90 << 0x10) >> 0x1E == 1) {
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Actor *iVar1 = gpActorManager->func_01fff3b4(this->mUnk_90);
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if (this->mUnk_90.type == ActorRefType_1) {
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Actor *pActor = gpActorManager->func_01fff3b4(this->mUnk_90);
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if (iVar1 != NULL) {
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return iVar1->mAngle;
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if (pActor != NULL) {
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return pActor->mAngle;
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}
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} else if (this->mUnk_94[0] == 0x1000) {
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return this->mUnk_AE;
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