mirror of
https://github.com/zeldaret/st
synced 2026-10-16 16:43:30 -04:00
2c723299b7
* create CommonFuncs.hpp * merge every `extern "C"` to a common header * fix regressions * I'm dumb
80 lines
2.6 KiB
C++
80 lines
2.6 KiB
C++
#include "CommonFuncs.hpp"
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#include "Player/PlayerSceneChange.hpp"
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#include "Unknown/UnkStruct_027e0ce0.hpp"
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PlayerSceneChange2::PlayerSceneChange2() {
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this->mUnk_54 = *this->mUnk_34;
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this->mUnk_60 = *this->mUnk_34;
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}
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// non-matching
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void PlayerSceneChange2::vfunc_0C(UnkStruct_PlayerGet_vfunc_0C_param1 *param1) {
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s16 auStack_18[12];
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s16 auStack_2c;
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VecFx32 *pVVar1 = this->mUnk_38;
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pVVar1->x = 0;
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pVVar1->y = 0;
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pVVar1->z = 0;
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this->mUnk_2C->mUnk_58 = 0;
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func_ov000_0208ba10(auStack_18, &this->mUnk_24->mUnk_094, 0);
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if (this->mUnk_44->mUnk_00 != 0) {
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this->mUnk_28->func_ov000_0208cf20(0x1400, 0);
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}
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if (this->mUnk_24->mUnk_078 != NULL && this->mUnk_24->mUnk_078->HasValue() ? 1 : 0) {
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func_ov000_02087ee8();
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}
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switch (param1->mUnk_04) {
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case 0x40:
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case 0x41:
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this->mUnk_54.x = this->mUnk_34->x;
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this->mUnk_54.y = this->mUnk_34->y;
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this->mUnk_54.z = this->mUnk_34->z;
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this->mUnk_60 = param1->mUnk_10;
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{
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u16 test = this->mUnk_40->angle_u;
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func_ov000_0205d65c(&auStack_2c, this->mUnk_34, &this->mUnk_60, test);
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}
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this->mUnk_40->angle_u = auStack_2c;
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break;
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case 0x42:
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case 0x43:
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this->mUnk_54.x = this->mUnk_34->x;
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this->mUnk_54.y = this->mUnk_34->y;
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this->mUnk_54.z = this->mUnk_34->z;
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this->mUnk_60 = param1->mUnk_10;
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func_ov000_0205d65c(&auStack_2c, &this->mUnk_60, (VecFx32 *) &this->mUnk_54, this->mUnk_40->angle_u);
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this->mUnk_40->angle_u = auStack_2c;
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func_ov000_0208cac8(this->mUnk_28, &this->mUnk_60, 0);
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func_ov000_020830a4(this->mUnk_48, 0, this->mUnk_28->mUnk_48, 1, 1, func_ov000_0208dc98(this->mUnk_28->mUnk_48));
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func_ov000_020830d4(this->mUnk_48, this->mUnk_40->angle_u, this->mUnk_30->func_ov000_02093718(),
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this->mUnk_30->func_ov000_0209378c(), 0);
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break;
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case 0x44:
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func_ov000_0208cac8(this->mUnk_28, &this->mUnk_60, 0);
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func_ov000_0205d65c(&auStack_2c, this->mUnk_34, (VecFx32 *) &this->mUnk_54, this->mUnk_40->angle_u);
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this->mUnk_40->angle_u = auStack_2c;
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this->mUnk_2C->mUnk_26 = 0;
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break;
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case 0x45:
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this->mUnk_2C->mUnk_26 = 0;
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break;
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default:
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break;
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}
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}
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void PlayerSceneChange2::vfunc_10(unk32 param1, unk32 param2) {}
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PlayerSceneChange2::~PlayerSceneChange2() {}
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