Files
st/include/Actor/ActorManager.hpp
Yanis 90203403dd Decompile overlay 24 (Part 1) (#65)
* 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
2026-05-18 21:14:27 +02:00

71 lines
2.0 KiB
C++

#pragma once
#include "Actor/ActorUnk_ov000_020a8bb0.hpp"
#include "System/SysNew.hpp"
#include "Unknown/Common.hpp"
#include "files.h"
#include "types.h"
class UnkStruct_SceneChange1;
struct UnkStruct_func_ov001_020bb018_param2 {
/* 00 */ STRUCT_PAD(0x00, 0x08);
/* 08 */ u16 mUnk_08;
/* 08 */ u16 mUnk_0A;
};
class ActorManager : public AutoInstance<ActorManager> {
public:
/* 00 */ Actor **mActorTable;
/* 04 */ Actor **mActorTableEnd;
/* 08 */ Actor **mUnk_08; // pointer to first available slot?
/* 0C */ unk16 mActorCount;
/* 0E */ unk16 mNextActorId;
/* 10 */ unk8 mUnk_10;
/* 10 */ unk8 mUnk_11;
/* 10 */ unk8 mUnk_12;
/* 10 */ unk8 mUnk_13;
/* 14 */ UnkStruct_ov019_020d24c8_28_258_00 mUnk_14;
/* 1C */ unk32 mUnk_1C;
/* 20 */ unk8 mUnk_20;
/* 21 */ unk8 mUnk_21;
/* 22 */ unk8 mUnk_22;
/* 23 */ unk8 mUnk_23;
/* 24 */ unk32 mUnk_24;
/* 28 */ unk32 mUnk_28;
/* 2C */ unk32 mUnk_2C;
/* 30 */ unk16 mUnk_30;
/* 32 */ unk8 mUnk_32;
/* 33 */ unk8 mUnk_33;
/* 34 */ unk32 mUnk_34;
/* 38 */
ActorManager();
~ActorManager();
Actor *func_01fff3b4(unk32 param1);
Actor **func_01fff350(void *param1, Actor **ppActorTable);
void func_ov000_02096e44(int index);
unk32 func_ov000_0209704c();
unk32 func_ov000_020970c8(u16 param1, unk32 *param2);
void func_ov001_020bafdc();
void func_ov001_020bb018(UnkStruct_func_ov001_020bb018_param2 *param1);
void func_ov001_020bb488();
void func_ov001_020bb548();
void func_ov001_020bb630();
void func_ov001_020bb6b0(UnkStruct_SceneChange1 *param1);
void func_ov001_020bb7b0(ZeldaObjectList *pObjList);
void func_ov001_020bb7f0();
static ActorManager *Create();
static void Destroy();
static void func_ov001_020bb414(ActorManager *instance);
static bool func_ov001_020bb728(s32 param1);
static void func_ov001_020bb824();
static void func_ov001_020bb844();
};
extern ActorManager *gpActorManager;