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https://github.com/zeldaret/st
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8d759ee331
* run ninja format * delink what's left from overlay 1 (except dsprotect) * fix regressions * UnkStruct_027e0ce0_1C_001 97% * UnkStruct_0204a110_001 OK * UnkStruct_ov024_020d86a0_001 OK * UnkStruct_ov000_020b50c0_001 OK * GameModeCreate OK * AdventureModeManager_001 OK * GameModeAdventure_001 OK * AdventureModeManager_001 OKn't because weak issues * ZeldaCollisionBinary OK * UnkStruct_027e09c0_001 OK * UnkStruct_ov000_020b504c_001 OK * UnkStruct_ov000_02067bc4.hpp -> UnkStruct_ov000_020b504c.hpp * match overlay 97 * match overlay 100 * run ninja format
68 lines
1.9 KiB
C++
68 lines
1.9 KiB
C++
#pragma once
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#include "Actor/ActorId.hpp"
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#include "global.h"
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#include "types.h"
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class UnkActorSystem1 {
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public:
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/* 00 (vtable) */
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/* 04 */ bool mUnk_04;
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UnkActorSystem1();
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// data_ov024_020d7b98
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/* 00 */ virtual ~UnkActorSystem1();
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/* 08 */ virtual void vfunc_08();
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/* 0C */ virtual void vfunc_0C();
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/* 10 */ virtual void vfunc_10(unk32 param1);
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/* 14 */ virtual void vfunc_14(unk32 param1);
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/* 18 */ virtual void vfunc_18(unk8 *param1);
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/* 1C */ virtual void vfunc_1C(unk32 param1);
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/* 20 */ virtual void vfunc_20(unk32 param1);
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/* 24 */ virtual unk32 vfunc_24() = 0;
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/* 28 */ virtual unk32 vfunc_28() = 0;
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/* 2C */ virtual bool vfunc_2C();
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/* 30 */
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};
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struct UnkActorSystem_Infos1 {
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/* 0C */ s16 mUnk_00;
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/* 0E */ unk16 mUnk_02;
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/* 10 */ unk32 mUnk_04;
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/* 14 */ unk32 mUnk_08;
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/* 18 */ bool mUnk_0C;
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/* 19 */ bool mUnk_0D;
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/* 1A */ unk8 mUnk_0E; // pad?
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/* 1B */ unk8 mUnk_0F; // pad?
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};
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class UnkStruct_ov024_020d8660 : public AutoInstance<UnkStruct_ov024_020d8660> {
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public:
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/* 00 */ UnkActorSystem1 *mUnk_00;
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/* 04 */ ActorId mActorId;
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/* 08 */ unk32 mUnk_08;
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/* 0C */ UnkActorSystem_Infos1 mUnk_0C;
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/* 1C */ unk32 mUnk_1C;
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UnkStruct_ov024_020d8660();
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~UnkStruct_ov024_020d8660();
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void func_ov024_020c4a8c(UnkActorSystem1 *param1);
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void func_ov024_020c4b10();
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void func_ov024_020c4b24();
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void func_ov024_020c4b4c(unk32 param1);
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void func_ov024_020c4ba0();
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void func_ov024_020c4cc8();
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bool func_ov024_020c4d74();
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void func_ov024_020c4d88(ActorId actorId, unk32 param2);
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void func_ov024_020c4dac(ActorId actorId, unk32 param2, UnkActorSystem_Infos1 *param3);
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static void func_ov024_020c4ac0();
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static void SetInstance(UnkStruct_ov024_020d8660 *pInstance);
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static bool ClearInstance();
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};
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// related to minigames
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extern UnkStruct_ov024_020d8660 *data_ov024_020d8660;
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