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
This commit is contained in:
Alessevan
2026-08-02 08:09:49 -04:00
committed by GitHub
parent f1c7b3cc72
commit f90c7cd531
107 changed files with 2023 additions and 924 deletions
+4 -4
View File
@@ -308,10 +308,10 @@ BOOL ZMB_ParseActorList(ZMBFileInfos *pFileInfos, ZMBSectionActorList *pSection,
local_24.y = 0x7FFFEFFF;
local_24.y = pDst->vfunc_28(&local_24, 0x01, 0x00);
u8 bStack_40[2];
bStack_40[0] = posX;
bStack_40[1] = posY;
unk32 value = pDst->func_ov000_02080180(bStack_40);
Vec2bCpp bStack_40;
bStack_40.x = posX;
bStack_40.y = posY;
unk32 value = pDst->func_ov000_02080180(&bStack_40);
if (value == 0x14 || value == 0x47) {
local_24.y = 0;