mirror of
https://github.com/zeldaret/st
synced 2026-10-07 13:25:33 -04:00
205dc5a1ca
* day 1 * delink overlay 17 * UnkStruct_027e0ce0_30_017 & UnkStruct_027e0ce0_40_017 * ItemManager_017 OK * UnkStruct_027e0ce0_40_Base_94_017 95% * UnkStruct_027e0ce0_017 OK * PlayerLinkActor_017 OK * PlayerLinkActor_A0_20_017 OK * code_020be2ec_017 99% * ActorManager_017 OK * Actor_017 OK * ActorEventIcon_017 OK * code_020be2ec_017 OK * MapObjectManager_017 97% * MapObject_017 OK * MapObjectSwitchStep_017 OK * fix build issues * fix other versions build issues
86 lines
2.5 KiB
C++
86 lines
2.5 KiB
C++
#pragma once
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#include "Actor/ActorRef.hpp"
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#include "Actor/Actor_Derived1.hpp"
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#include "System/SysNew.hpp"
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#include "Unknown/Common.hpp"
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#include "Unknown/UnkStruct_ov000_020b3000.hpp"
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#include "files.h"
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#include "types.h"
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class EntranceInfo;
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class ActorManager : public AutoInstance<ActorManager> {
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public:
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typedef void (*UnkCallback1)(Actor *, Actor_vfunc_30 *);
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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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/* 11 */ unk8 mUnk_11;
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/* 12 */ unk8 mUnk_12;
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/* 13 */ 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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// itcm
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void func_01fff2fc(UnkCallback1 callback, void *param2);
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Actor **func_01fff350(UnkStruct_ov000_020b3000_Base *param1, Actor **ppActorTable);
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Actor *func_01fff3b4(ActorRef ref);
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// overlay 0
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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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// overlay 1
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void func_ov001_020bafdc();
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void func_ov001_020bb018(ZOBHeader *pHeader);
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void func_ov001_020bb414();
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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(EntranceInfo *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 bool func_ov001_020bb728(ActorId actorId);
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static void func_ov001_020bb824();
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static void func_ov001_020bb844();
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// overlay 5
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void func_ov005_020b66a4(unk32 param1);
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// overlay 17
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void func_ov017_020becd8(unk32 param1);
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static void func_ov017_020bee20(Actor *pActor, Actor_vfunc_30 *param2);
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static void func_ov017_020bee64(Actor *pActor, Actor_vfunc_30 *param2);
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static void func_ov017_020bee84(Actor *pActor, Actor_vfunc_30 *param2);
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static void func_ov017_020beea4(Actor *pActor, Actor_vfunc_30 *param2);
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static void func_ov017_020beecc(Actor *pActor, Actor_vfunc_30 *param2);
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};
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extern ActorManager *gpActorManager;
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