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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
57 lines
1.5 KiB
C++
57 lines
1.5 KiB
C++
#include "Unknown/UnkStruct_ov000_020b504c.hpp"
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#include "Unknown/UnkSystem1.hpp"
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UnkSystem1_ov000_Derived1::UnkSystem1_ov000_Derived1(unk32 param1, UnkTextStruct1 *param2) :
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UnkSystem1_ov000_Base(-1) {
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this->mUnk_0C = param2;
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this->mUnk_10 = param1;
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}
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UnkSystem1_ov000_Derived1::~UnkSystem1_ov000_Derived1() {
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u8 local_10[4];
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if (this->func_ov000_020669b4(local_10)) {
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data_ov000_020b504c.func_ov000_02067e60(local_10[0], this->mUnk_10);
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}
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}
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void UnkSystem1_ov000_Derived1::func_ov000_0206738c() {
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u8 local_10[4];
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if (this->func_ov000_020669b4(local_10)) {
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data_ov000_020b504c.func_ov000_02067e60(local_10[0], this->mUnk_10);
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}
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}
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void UnkSystem1_ov000_Derived1::vfunc_08(unk32 param1) {
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if (this->mUnk_0C != 0) {
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this->mUnk_06 = data_ov000_020b504c.func_ov000_02067cf8(param1, this->mUnk_10, this->mUnk_0C);
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} else {
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UnkTextStruct1 local_18(-1);
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this->mUnk_06 = data_ov000_020b504c.func_ov000_02067cf8(param1, this->mUnk_10, &local_18);
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}
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}
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unk32 UnkSystem1_ov000_Derived1::vfunc_0C() {
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u8 local_10[4];
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if (this->func_ov000_020669b4(local_10)) {
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return data_ov000_020b504c.func_ov000_02067f88(local_10[0], this->mUnk_10);
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}
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return 0;
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}
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unk32 UnkSystem1_ov000_Derived1::vfunc_10(u16 *param1) {
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switch (param1[1]) {
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case 1:
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case 2:
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case 3:
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return data_ov000_020b504c.func_ov000_020682c0(this->mUnk_10);
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default:
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break;
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}
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return this->UnkSystem1_ov000_Base::vfunc_10(param1);
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}
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