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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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@@ -308,10 +308,10 @@ BOOL ZMB_ParseActorList(ZMBFileInfos *pFileInfos, ZMBSectionActorList *pSection,
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local_24.y = 0x7FFFEFFF;
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local_24.y = pDst->vfunc_28(&local_24, 0x01, 0x00);
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u8 bStack_40[2];
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bStack_40[0] = posX;
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bStack_40[1] = posY;
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unk32 value = pDst->func_ov000_02080180(bStack_40);
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Vec2bCpp bStack_40;
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bStack_40.x = posX;
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bStack_40.y = posY;
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unk32 value = pDst->func_ov000_02080180(&bStack_40);
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if (value == 0x14 || value == 0x47) {
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local_24.y = 0;
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