#include "CommonFuncs.hpp" #include "Player/PlayerSceneChange.hpp" #include "Unknown/UnkStruct_027e0ce0.hpp" PlayerSceneChange2::PlayerSceneChange2() { this->mUnk_54 = *this->mUnk_34; this->mUnk_60 = *this->mUnk_34; } // non-matching void PlayerSceneChange2::vfunc_0C(UnkStruct_PlayerGet_vfunc_0C_param1 *param1) { s16 auStack_18[12]; s16 auStack_2c; VecFx32 *pVVar1 = this->mUnk_38; pVVar1->x = 0; pVVar1->y = 0; pVVar1->z = 0; this->mUnk_2C->mUnk_58 = 0; func_ov000_0208ba10(auStack_18, &this->mUnk_24->mUnk_094, 0); if (this->mUnk_44->mUnk_00 != 0) { this->mUnk_28->func_ov000_0208cf20(0x1400, 0); } if (this->mUnk_24->mUnk_078 != NULL && this->mUnk_24->mUnk_078->HasValue() ? 1 : 0) { func_ov000_02087ee8(); } switch (param1->mUnk_04) { case 0x40: case 0x41: this->mUnk_54.x = this->mUnk_34->x; this->mUnk_54.y = this->mUnk_34->y; this->mUnk_54.z = this->mUnk_34->z; this->mUnk_60 = param1->mUnk_10; { u16 test = this->mUnk_40->angle_u; func_ov000_0205d65c(&auStack_2c, this->mUnk_34, &this->mUnk_60, test); } this->mUnk_40->angle_u = auStack_2c; break; case 0x42: case 0x43: this->mUnk_54.x = this->mUnk_34->x; this->mUnk_54.y = this->mUnk_34->y; this->mUnk_54.z = this->mUnk_34->z; this->mUnk_60 = param1->mUnk_10; func_ov000_0205d65c(&auStack_2c, &this->mUnk_60, (VecFx32 *) &this->mUnk_54, this->mUnk_40->angle_u); this->mUnk_40->angle_u = auStack_2c; func_ov000_0208cac8(this->mUnk_28, &this->mUnk_60, 0); func_ov000_020830a4(this->mUnk_48, 0, this->mUnk_28->mUnk_48, 1, 1, func_ov000_0208dc98(this->mUnk_28->mUnk_48)); func_ov000_020830d4(this->mUnk_48, this->mUnk_40->angle_u, this->mUnk_30->func_ov000_02093718(), this->mUnk_30->func_ov000_0209378c(), 0); break; case 0x44: func_ov000_0208cac8(this->mUnk_28, &this->mUnk_60, 0); func_ov000_0205d65c(&auStack_2c, this->mUnk_34, (VecFx32 *) &this->mUnk_54, this->mUnk_40->angle_u); this->mUnk_40->angle_u = auStack_2c; this->mUnk_2C->mUnk_26 = 0; break; case 0x45: this->mUnk_2C->mUnk_26 = 0; break; default: break; } } void PlayerSceneChange2::vfunc_10(unk32 param1, unk32 param2) {} PlayerSceneChange2::~PlayerSceneChange2() {}