mirror of
https://github.com/zeldaret/st
synced 2026-05-23 15:01:41 -04:00
90203403dd
* GameModeAdventure_001 OK * GameModeAdventure_024 17% * GameModeAdventure_024 73% * GameModeAdventure_024 99% * jp region differences * rename GameModeAdventure_024 and GameModeAdventure + UnkStruct_ov000_020d8660_024 OK * UnkActorSystem1OK * UnkActorSystem2 OK * delink more of ov024 & UnkStruct_027e0998_024 OK * improve instance stuff & UnkStruct_027e0cf8_024 OK * AdventureModeManager_160_024 OK & GameModeStartUp OK * fix regressions * fix regressions 2 * AdventureModeManager_170 OK * AdventureModeManager_174_Base OK * AdventureModeManager_174 OK * mark GameModeAdventure_024 as complete * AdventureModeManager_178 OK * AdventureModeManager_180 OK * AdventureModeManager_184_024 OK * AdventureModeManager_18C_024 OK & AdventureModeManager_190_024 OK * AdventureModeManager_15C_20_00 61% * AdventureModeManager_15C_20_00 OK * jp version differences * delink what's left in the overlay * fix regressions * AdventureModeManager_1B8_Base_024 98% * AdventureModeManager_1B8 48% and link AdventureModeManager_024 * AdventureModeManager_1B8_Base and AdventureModeManager_1B8 OK * oops * mark statics as local
71 lines
2.0 KiB
C++
71 lines
2.0 KiB
C++
#pragma once
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#include "Actor/ActorUnk_ov000_020a8bb0.hpp"
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#include "System/SysNew.hpp"
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#include "Unknown/Common.hpp"
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#include "files.h"
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#include "types.h"
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class UnkStruct_SceneChange1;
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struct UnkStruct_func_ov001_020bb018_param2 {
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/* 00 */ STRUCT_PAD(0x00, 0x08);
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/* 08 */ u16 mUnk_08;
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/* 08 */ u16 mUnk_0A;
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};
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class ActorManager : public AutoInstance<ActorManager> {
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public:
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/* 00 */ Actor **mActorTable;
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/* 04 */ Actor **mActorTableEnd;
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/* 08 */ Actor **mUnk_08; // pointer to first available slot?
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/* 0C */ unk16 mActorCount;
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/* 0E */ unk16 mNextActorId;
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/* 10 */ unk8 mUnk_10;
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/* 10 */ unk8 mUnk_11;
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/* 10 */ unk8 mUnk_12;
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/* 10 */ unk8 mUnk_13;
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/* 14 */ UnkStruct_ov019_020d24c8_28_258_00 mUnk_14;
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/* 1C */ unk32 mUnk_1C;
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/* 20 */ unk8 mUnk_20;
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/* 21 */ unk8 mUnk_21;
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/* 22 */ unk8 mUnk_22;
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/* 23 */ unk8 mUnk_23;
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/* 24 */ unk32 mUnk_24;
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/* 28 */ unk32 mUnk_28;
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/* 2C */ unk32 mUnk_2C;
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/* 30 */ unk16 mUnk_30;
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/* 32 */ unk8 mUnk_32;
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/* 33 */ unk8 mUnk_33;
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/* 34 */ unk32 mUnk_34;
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/* 38 */
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ActorManager();
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~ActorManager();
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Actor *func_01fff3b4(unk32 param1);
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Actor **func_01fff350(void *param1, Actor **ppActorTable);
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void func_ov000_02096e44(int index);
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unk32 func_ov000_0209704c();
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unk32 func_ov000_020970c8(u16 param1, unk32 *param2);
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void func_ov001_020bafdc();
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void func_ov001_020bb018(UnkStruct_func_ov001_020bb018_param2 *param1);
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void func_ov001_020bb488();
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void func_ov001_020bb548();
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void func_ov001_020bb630();
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void func_ov001_020bb6b0(UnkStruct_SceneChange1 *param1);
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void func_ov001_020bb7b0(ZeldaObjectList *pObjList);
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void func_ov001_020bb7f0();
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static ActorManager *Create();
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static void Destroy();
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static void func_ov001_020bb414(ActorManager *instance);
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static bool func_ov001_020bb728(s32 param1);
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static void func_ov001_020bb824();
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static void func_ov001_020bb844();
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};
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extern ActorManager *gpActorManager;
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