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Decompile overlay 1 (Part 4) (#97)
* UnkStruct_027e095c_001 OK * UnkStruct_027e095c_001 OK (JP) * SysNew_001 OK * SaveManager_001 98% * UnkStruct_027e09bc_001 OK * MapObjectManager_001 OK * ActorManager_001 OK * remove useless thumb pragmas * ItemManager_001 OK * fix regressions * fix build issues
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@@ -387,21 +387,24 @@ 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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// clang-format off
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const bool IsTower() const { return this->mLoadedOverlays[OverlaySlot_8] == OverlayIndex_Tower; }
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const bool IsBossDesert() const { return this->mLoadedOverlays[OverlaySlot_8] == OverlayIndex_BossDesert; }
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const bool IsBossDeago() const { return this->mLoadedOverlays[OverlaySlot_8] == OverlayIndex_BossDeago; }
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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 IsPirateHideout() const { return this->mLoadedOverlays[OverlaySlot_8] == OverlayIndex_FldAjito; }
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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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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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bool IsPirateHideout() {
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return this->mLoadedOverlays[OverlaySlot_8] == OverlayIndex_FldAjito;
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}
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const bool IsPlayerZelda() const { return this->mLoadedOverlays[OverlaySlot_10] == OverlayIndex_PlayerZelda; }
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bool IsASR() {
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return this->mLoadedOverlays[OverlaySlot_9] == OverlayIndex_ASR;
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}
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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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// clang-format on
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void Load(OverlaySlot slot, OverlayIndex index);
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void LoadIfNotLoaded(OverlaySlot slot, OverlayIndex index);
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