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https://github.com/zeldaret/st
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Decompiling some actors and objects of overlay 031 (#123)
* feat: decompiling skdo * feat: update * fix: match back .data of doors * feat: fully decompiled SWCH for eur missing bss for JP * feat: increase matching code * feat: decompile most part of SCCN * feat: update * feat: progress sccn jap data * feat: progress decompiling * fix: build issues * feat: increase matching * refactor: rename BLST to Blast * feat: increase grss * refactor: rename unkgrss to grass * refactor: rename id * refactor: change to fx32 * feat: complete RMTG actor * refactor: use ARRAY_LENGTH macro
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@@ -112,13 +112,16 @@ public:
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static void func_ov000_0209c7ac(MapObjectId mapObjId);
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};
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typedef s16 MapObjState;
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#define MapObjState_None -1
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class MapObject {
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public:
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/* 00 (vtable) */
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/* 04 */ VecFx32 mPos;
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/* 10 */ MapObject_10 *mUnk_10;
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/* 14 */ s16 mUnk_14;
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/* 16 */ s16 mUnk_16;
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/* 16 */ MapObjState mState;
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/* 18 */ unk8 mUnk_18[2]; // related to Link walking to the map object when touched
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/* 1A */ unk8 mUnk_1A;
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/* 1B */ unk8 mUnk_1B;
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@@ -165,7 +168,7 @@ public:
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MapObject();
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MapObjectId GetMapObjectId();
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void func_01fff590(unk32 param2);
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unk32 func_01fff590(unk32 param2);
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bool func_ov000_0209d114();
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bool func_ov000_0209d12c();
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@@ -174,7 +177,7 @@ public:
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bool func_ov000_0209d29c(unk32 param1);
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void func_ov000_0209d2c4(unk32 param1, bool param2);
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void func_ov000_0209d2f0(unk32 param1, unk32 param2, Vec2bCpp *param3);
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void func_ov000_0209d3b4(unk32 param1, fx32 size);
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unk32 func_ov000_0209d3b4(unk32 param1, fx32 size);
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void func_ov000_0209d434(s8 *param1, UnkStruct_ov019_020d24c8_28_258_00 *param2, unk32 param3);
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void func_ov000_0209d518(VecFx32 *param1, unk32 param2, unk32 param3, u8 param4);
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void func_ov000_0209d5c8(ActorRef ref);
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