Files
st/include/Unknown/UnkStruct_ov024_020d8660.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

68 lines
1.9 KiB
C++

#pragma once
#include "Actor/ActorId.hpp"
#include "global.h"
#include "types.h"
class UnkActorSystem1 {
public:
/* 00 (vtable) */
/* 04 */ bool mUnk_04;
UnkActorSystem1();
// data_ov024_020d7b98
/* 00 */ virtual ~UnkActorSystem1();
/* 08 */ virtual void vfunc_08();
/* 0C */ virtual void vfunc_0C();
/* 10 */ virtual void vfunc_10(unk32 param1);
/* 14 */ virtual void vfunc_14(unk32 param1);
/* 18 */ virtual void vfunc_18(unk8 *param1);
/* 1C */ virtual void vfunc_1C(unk32 param1);
/* 20 */ virtual void vfunc_20(unk32 param1);
/* 24 */ virtual unk32 vfunc_24() = 0;
/* 28 */ virtual unk32 vfunc_28() = 0;
/* 2C */ virtual bool vfunc_2C();
/* 30 */
};
struct UnkActorSystem_Infos1 {
/* 0C */ s16 mUnk_00;
/* 0E */ unk16 mUnk_02;
/* 10 */ unk32 mUnk_04;
/* 14 */ unk32 mUnk_08;
/* 18 */ bool mUnk_0C;
/* 19 */ bool mUnk_0D;
/* 1A */ unk8 mUnk_0E; // pad?
/* 1B */ unk8 mUnk_0F; // pad?
};
class UnkStruct_ov024_020d8660 : public AutoInstance<UnkStruct_ov024_020d8660> {
public:
/* 00 */ UnkActorSystem1 *mUnk_00;
/* 04 */ ActorId mActorId;
/* 08 */ unk32 mUnk_08;
/* 0C */ UnkActorSystem_Infos1 mUnk_0C;
/* 1C */ unk32 mUnk_1C;
UnkStruct_ov024_020d8660();
~UnkStruct_ov024_020d8660();
void func_ov024_020c4a8c(UnkActorSystem1 *param1);
void func_ov024_020c4ac0();
void func_ov024_020c4b10();
void func_ov024_020c4b24();
void func_ov024_020c4b4c(unk32 param1);
void func_ov024_020c4ba0();
void func_ov024_020c4cc8();
bool func_ov024_020c4d74();
void func_ov024_020c4d88(ActorId actorId, unk32 param2);
void func_ov024_020c4dac(ActorId actorId, unk32 param2, UnkActorSystem_Infos1 *param3);
static void SetInstance(UnkStruct_ov024_020d8660 *pInstance);
static bool ClearInstance();
};
// related to minigames
extern UnkStruct_ov024_020d8660 *data_ov024_020d8660;