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https://github.com/zeldaret/st
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66eb66f081
* feat: begin decompiling ActorItemBoomerang * feat: decompile functions * refactor: rename function and use ActorState * feat: match vfunc * feat: magic stuff on addresses to match .data * feat: more black magic * feat: improvements * feat: match .data * feat: unmatch .data 😭 * feat: match stuff * refactor: move shotarrows' class used in boomerang * feat: fix mangled names * feat: weird magic * fix: build issues * fix: build issue for jp version * fix: back to +0.2% :yeah: * feat: improvements before changing laptop * feat: continue decompiling * fix: build issues * feat: improvements * feat: solve build on eur * fix: build issue * fix: better match * fix: match back ActorShotArrow data * feat: increase .text matching * fix: propagate changes to ActorShotArrow * feat: matching func_ov031_020e5034 * fix: logical errors * fix: replace whiles with fors * style: use uppercased hex value Co-authored-by: Yanis <35189056+Yanis002@users.noreply.github.com> * style: do not use fx32 for global timer Co-authored-by: Yanis <35189056+Yanis002@users.noreply.github.com> * style: add parameters name in prototypes Co-authored-by: Yanis <35189056+Yanis002@users.noreply.github.com> * style: use bool instead of unk32 for external function Co-authored-by: Yanis <35189056+Yanis002@users.noreply.github.com> * style: use DEG2ANG * refactor: use ActorRef instead of u16 * style: use boring array access instead of chad pointer manipulation * fix: use bool as return type for ActorItemBoomerang::vfunc_2C * feat: remove old non-matching comments * style: explicit null check * revert: change vfunc_2C back to void signature and change 01fff5d0 function's signature to bool --------- Co-authored-by: Yanis <35189056+Yanis002@users.noreply.github.com>
16 lines
400 B
C++
16 lines
400 B
C++
#pragma once
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#include "Actor/ActorRef.hpp"
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#include "math.hpp"
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#include "types.h"
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class UnkStruct_027e0d2c : public AutoInstance<UnkStruct_027e0d2c> {
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public:
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// overlay 31
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void func_ov031_020d95b4();
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void func_ov031_020d95c8(ActorRef param1);
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bool func_ov031_020d962c(VecFx32 *param1, unk32 param2, VecFx32 *param3, ActorRef *param4);
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};
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extern UnkStruct_027e0d2c *data_027e0d2c;
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