mirror of
https://github.com/zeldaret/st
synced 2026-08-05 09:34:10 -04:00
7c266293a7
* feat: Start decompiling ActorUnkCANS ctor and vfunc_10 * feat: Improve vfunc_10 * feat: Decompile vfunc_18 and 1C * fix: Remove trailing return * feat: Progress on vfunc_20 * fix: Rename symbol * feat: Finish first run over vfunc_20 * feat: Improve vfunc_20 * feat: Improve vfunc_20 * feat: Heavily improve vfunc_20 Almost done * feat: Keep vfunc_20 going, add UnkAngleStruct to Actor.hpp * feat: Some polish on vfunc_20 That's about what I can do, there are some tweaks left but I'm unable to get anywhere. Kind of proud ngl * feat: Rename symbols and match vfunc_24 * fix: Fix jp symbol conflict * feat: Decompile vfunc_2C * feat: Fix symbols and signatures * fix: Match switch statement by adding every cases * feat: Match func_ov063_02157fa4 * feat: Match func_ov063_02158424 * feat: Match func_ov063_02158448 * feat: Match func_ov063_02158490 * feat: Match func_ov063_02158b0c * feat: Match func_ov063_02158b34 * feat: Decompile most of func_ov063_02158b98 (need regalloc fix) * feat: Create inner classes of ActorUnkCANS, match some vfuncs * feat: Update some dtor symbol and match some ctor * feat: Decompile UnkStruct 02162ee8 ctor * feat: Rename jp symbols * feat: Match func_ov063_021590c8 * feat: Match func_ov063_02159dfc * feat: Decompile some functions * fix: Fix old accesses * fix: More merge artifacts * fix: More merge artifacts * chore: Move structs around and fix some uses * feat: Start decompiling func_ov063_02158db0 * feat: Decompile some vfunc vfunc_0C is really really weird * fix: Fix use of removed struct * feat: Match func_ov063_02159258 * feat: Match func_ov063_02159494 * feat: Match func_ov063_021595a4 * feat: Match func_ov063_02159618 * feat: Match func_ov063_02159714 * feat: Match func_ov063_02159784 * fix: Move UnkAngleStruct to math.hpp * fix: .data of ActorRollingStone & ActorShotArrow * feat: Match func_ov063_021598fc * fix: Cleanup code for func_ov063_021598fc * feat: Match func_ov063_02159ca8 * feat: Match func_ov063_02159d68 * fix: Fix double declaration of func * feat: Match func_ov063_02159e20 * feat: Decompile most of func_ov063_02159ec0 * feat: Match func_ov063_0215a428 * feat: Match func_ov063_0215a474 * feat: Update lots of symbols (mainly for jp) * feat: Start decompiling two funcs with fx mul * fix: Fix broken symbol def after merge * feat: Match func_ov063_0215a514 * feat: Match func_ov063_0215a56c * feat: Match func_ov063_0215a5a0 * feat: Match func_ov063_0215a5bc * feat: Match func_ov063_0215a5d8 * feat: Decompile most of func_ov063_0215a678 * fix: Fix some regalloc order in func_ov063_0215a678 * feat: Update symbols and create unk class * feat: Update CANS member with the new class * feat: Update symbols, remove dead variables * feat: Improve ctor and some local struct layout * feat: Improve ActorUnkCANS ctor * fix: Fix ActorUnkCANS members layout * feat: Improve ActorUnkCANS ctor more * fix: Fix wrong symbol reloc * feat: Add intermediate struct and update symbols * feat: Match some jp only code, symbols * feat: Decompile part of func_ov063_0215a2c0 * fix: Fix jp only code in func_ov063_0215a2c0 * feat: Update symbols * feat: Cleanup unused functions * feat: Cleanup JP ifguards handling * feat: Remove lot of useless temps, use DEG_TO_ANG where it seems appropriate * feat: Small code cleanup * Apply suggestions from code review Co-authored-by: Alessevan <44125445+Alessevan@users.noreply.github.com> * fix: Fix style * feat: Apply suggestions from review * feat: More code cleanup * feat: Some more improvements * fix: Remove auto-generated comment headers * fix broken matches * fix broken matches 2 --------- Co-authored-by: Alessevan <44125445+Alessevan@users.noreply.github.com> Co-authored-by: Yanis002 <35189056+Yanis002@users.noreply.github.com>
320 lines
9.2 KiB
C++
320 lines
9.2 KiB
C++
#pragma once
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#include "Actor/ActorId.hpp"
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#include "Actor/ActorProfile.hpp"
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#include "Actor/ActorRef.hpp"
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#include "Physics/Cylinder.hpp"
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#include "System/SysNew.hpp"
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#include "Unknown/UnkStruct_ov031_Items.hpp"
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#include "flags.h"
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#include "global.h"
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#include "math.hpp"
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#include "types.h"
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#include "versions.h"
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class ActorParams {
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public:
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/* 00 */ VecFx32 mInitialPos;
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/* 0C */ s16 mInitialAngle;
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/* 0E */ s8 mUnk_0E;
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/* 0F */ bool mUnk_0F;
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/* 10 */ u16 mParams[4];
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/* 18 */ u8 mUnk_18[2];
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/* 1A */ u16 mUnk_1A[2];
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/* 1E */ u16 mUnk_1E;
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/* 20 */ union {
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unk32 mUnk_20;
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unk16 mUnk_20_0;
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unk16 mUnk_20_2;
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};
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/* 24 */ unk16 mUnk_24;
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/* 26 */ union {
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unk16 mUnk_26;
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unk8 mUnk_26_0;
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unk8 mUnk_26_1;
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};
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/* 28 */ ActorRef mUnk_28;
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/* 2C */ u32 mUnk_2C;
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/* 30 */
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void func_ov000_020975f8();
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};
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class UnkStruct_ov000_020b539c {
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public:
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/* 00 */ ActorParams mUnk_00;
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/* 30 */ ActorProfile *mUnk_30;
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/* 34 */
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ActorProfile **func_ov000_02073dc();
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ActorProfile **func_ov000_02073e8();
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ActorProfile *GetProfileFromId(ActorId actorId);
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void func_ov000_02097444(ActorId actorId, ActorParams *pParams, unk32 param3);
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};
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class Actor_C4;
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typedef u32 ActorFlags;
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enum ActorFlag_ {
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ActorFlag_Alive = FLAG(0, 0),
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ActorFlag_Visible = FLAG(0, 1),
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ActorFlag_2 = FLAG(0, 2),
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ActorFlag_Active = FLAG(0, 3), // stops updating if false
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ActorFlag_4 = FLAG(0, 4),
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ActorFlag_5 = FLAG(0, 5),
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ActorFlag_6 = FLAG(0, 6),
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ActorFlag_7 = FLAG(0, 7),
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ActorFlag_Grabbed = FLAG(0, 8),
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ActorFlag_9 = FLAG(0, 9),
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ActorFlag_Interacting = FLAG(0, 10), // set when player interacts with actor
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ActorFlag_11 = FLAG(0, 11),
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ActorFlag_12 = FLAG(0, 12),
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ActorFlag_13 = FLAG(0, 13),
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ActorFlag_14 = FLAG(0, 14),
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ActorFlag_15 = FLAG(0, 15),
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ActorFlag_16 = FLAG(0, 16),
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ActorFlag_17 = FLAG(0, 17),
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ActorFlag_18 = FLAG(0, 18),
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ActorFlag_19 = FLAG(0, 19),
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ActorFlag_20 = FLAG(0, 20),
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ActorFlag_21 = FLAG(0, 21),
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ActorFlag_22 = FLAG(0, 22),
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ActorFlag_23 = FLAG(0, 23),
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ActorFlag_24 = FLAG(0, 24),
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ActorFlag_25 = FLAG(0, 25),
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ActorFlag_26 = FLAG(0, 26),
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ActorFlag_27 = FLAG(0, 27),
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ActorFlag_28 = FLAG(0, 28),
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ActorFlag_29 = FLAG(0, 29),
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ActorFlag_30 = FLAG(0, 30),
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ActorFlag_31 = FLAG(0, 31),
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};
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class Actor_9C {
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public:
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/* 00 (vtable) */
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/* 04 */ unk32 mUnk_04;
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/* 08 */ unk32 mUnk_08;
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/* 0C */ ActorRef mUnk_0C;
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/* 10 */ unk32 mUnk_10;
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/* 14 */ unk32 mUnk_14;
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/* 18 */ unk32 mUnk_18;
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/* 1C */ u16 mUnk_1C;
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/* 1E */ u16 mUnk_1E;
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/* 20 */
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/* 00 */ virtual void vfunc_00(); // corresponds to func_ov000_02097c14
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/* 04 */ virtual unk32 vfunc_04(ActorRef param1, unk32 param2, unk32 param3,
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unk32 *param4) override; // corresponds to func_ov000_02097c20
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/* 08 */
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Actor_9C();
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void func_ov000_02097bec();
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};
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class Actor_38 {
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public:
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/* 00 (base) */ STRUCT_PAD(0x00, 0x08);
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/* 08 */ unk16 mUnk_08;
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/* 0A */
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};
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class Actor_vfunc_30 {
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public:
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/* 00 */ s8 mUnk_00;
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/* 01 */ s8 mUnk_01;
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};
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typedef s16 ActorState;
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#define ActorState_None -1
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class Actor {
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public:
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/* 00 (vtable) */
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/* 04 */ VecFx32 mPos;
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/* 10 */ VecFx32 mPrevPos;
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/* 1C */ VecFx32 mVel;
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/* 28 */ union {
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/* 28 */ fx16 mAngle;
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/* 28 */ UnkAngleStruct mAngleStruct;
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};
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/* 2A */ unk16 mUnk_2A;
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/* 2C */ unk32 mUnk_2C; // gravity?
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/* 30 */ Cylinder *mUnk_30;
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/* 34 */ Cylinder *mUnk_34;
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/* 38 */ Actor_38 *mUnk_38;
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/* 3C */ Actor_9C *mUnk_3C;
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/* 40 */ Actor_C4 *mUnk_40;
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/* 44 */ u16 mUnk_44;
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/* 46 */ unk16 mUnk_46;
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/* 48 */ unk16 mUnk_48;
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/* 4A */ u8 mUnk_4A[2];
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/* 4C */ ActorState mState;
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/* 4E */ fx16 mYOffset;
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/* 50 */ volatile u16 mUnk_50; // timer some actors are using
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/* 52 */ u16 mUnk_52; // maximum value for above timer
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/* 54 */ unk32 mUnk_54;
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/* 58 */ ActorFlags mFlags[1];
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/* 5C */ ActorParams mUnk_5C;
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/* 8C */ ActorRef mRef;
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/* 90 */ ActorProfile *mpProfile;
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/* 94 */
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/* 00 */ virtual void GetOffsetPos(VecFx32 *pPos) const;
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/* 04 */ virtual bool vfunc_04();
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/* 08 */ virtual unk16 vfunc_08();
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/* 0C */ virtual unk8 vfunc_0C();
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/* 10 */ virtual void vfunc_10(VecFx32 *param1);
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/* 14 */ virtual void vfunc_14();
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/* 18 */ virtual bool vfunc_18(unk32 param1); // Init?
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/* 1C */ virtual void vfunc_1C(); // Setup
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/* 20 */ virtual void vfunc_20(); // Update?
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/* 24 */ virtual void vfunc_24();
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/* 28 */ virtual void vfunc_28();
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/* 2C */ virtual void vfunc_2C(unk32 param1);
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/* 30 */ virtual void vfunc_30(Actor_vfunc_30 *param1);
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/* 34 */ virtual unk32 vfunc_34();
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/* 38 */ virtual bool Grab(ActorGrabParams grabParams);
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/* 3C */ virtual bool Drop(ActorGrabParams grabParams, const VecFx32 *pVel);
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/* 40 */ virtual void vfunc_40();
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/* 44 */ virtual void vfunc_44();
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/* 48 */ virtual void vfunc_48();
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/* 4C */ virtual ~Actor();
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/* 54 */
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bool func_01fff5d0(unk32 param1, unk32 param2);
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void ResetFlags() {
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*(u32 *) this->mFlags = 0;
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}
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void Kill() {
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UNSET_FLAG(this->mFlags, ActorFlag_Alive);
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}
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bool IsAlive() {
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return GET_FLAG(this->mFlags, ActorFlag_Alive);
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}
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Actor();
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ActorId GetActorId();
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bool IsTimerOut() {
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if (this->mUnk_50 < this->mUnk_52) {
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this->mUnk_50++;
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return false;
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}
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return true;
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}
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// overlay 0
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bool func_ov000_0205cbc4(u32 param1, VecFx32 *param2);
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unk32 func_ov000_0207df88(Cylinder *param1, unk32 param2);
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unk32 func_ov000_0207e294(Cylinder *param1);
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void func_ov000_0209848c(ActorProfile *param1);
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void func_ov000_020984b0();
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void func_ov000_020984b4();
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void func_ov000_020984b8();
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void func_ov000_020984bc();
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void func_ov000_020984c0();
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void func_ov000_020984c4();
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unk32 func_ov000_020984c8();
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void func_ov000_020984d0();
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void func_ov000_020984f0();
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unk32 func_ov000_0209867c(unk32 param1);
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u32 func_ov000_02098800(bool param1);
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bool func_ov000_02098838();
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unk32 func_ov000_02098910(UnkStruct_ov031_Items_00 *param1, unk32 param2);
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void func_ov000_02098b8c(unk32 param1, void *param2);
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s32 func_ov000_02098518(unk32 *param1);
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VecFx32 *func_ov000_0209853c(unk32 param1);
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s32 func_ov000_02098554();
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s16 func_ov000_0209856c();
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s8 func_ov000_02098578();
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s32 func_ov000_02098584();
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s32 func_ov000_020985f0(void *param1);
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void func_ov000_0209862c(unk32 param1);
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void func_ov000_020989e0();
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bool func_ov000_02098a60(unk32 param1);
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void func_ov000_02098a88(unk32 param1, unk32 param2);
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u32 func_ov000_02098ab4(u8 param1, unk32 param2, unk32 param3, VecFx32 *param4);
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static void func_ov000_020973f4(ActorRef *pOutRef, UnkStruct_ov000_020b539c *param2, ActorId actorId, ActorParams *pParams,
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int param5);
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// overlay 17
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bool func_ov017_020beeec(unk32 param1);
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void func_ov017_020bf5c4(VecFx32 *param1, unk32 param2, unk32 param3, unk32 param4, unk32 param5);
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void func_ov017_020bf9c8(Actor *param1);
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void func_ov017_020bfb18(Actor_9C *param1);
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// overlay 71 (might be temporary)
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void func_ov071_021540ac(unk32 param1);
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void func_ov071_0215414c();
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};
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class Actor_C4_Base {
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public:
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Actor_C4_Base(void *param1, unk32 param2);
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};
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class Actor_C4 : public Actor_C4_Base {
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public:
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/* 00 (vtable) */
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/* 04 */ unk32 mUnk_04;
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/* 08 */ unk16 mUnk_08;
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/* 08 */ unk16 mUnk_0A;
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/* 0C */ unk16 mUnk_0C;
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/* 0C */ unk16 mUnk_0E;
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/* 10 */ unk16 mUnk_10;
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/* 10 */ unk16 mUnk_12;
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/* 14 */ unk32 mUnk_14;
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/* 18 */ unk32 mUnk_18;
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/* 1C */ unk32 mUnk_1C;
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/* 20 */ Actor *mUnk_20;
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/* 24 */
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/* 00 */ virtual bool vfunc_00(ActorRef ref, unk32 param2);
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/* 04 */ virtual bool vfunc_04();
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/* 08 */ virtual void vfunc_08();
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/* 0C */ virtual void vfunc_0C(unk32 param1);
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/* 10 */
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template <typename T> T *GetActorPtr() {
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return (T *) this->mUnk_20;
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}
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Actor_C4(Actor *param1) :
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Actor_C4_Base(¶m1->mRef, 0) {}
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};
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class Actor_Derived2 : public Actor {
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public:
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/* 00 (base) */
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/* 94 */ unk32 mUnk_94;
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/* 98 */ VecFx32 mUnk_98;
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/* A4 */ unk32 mUnk_A4;
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/* A8 */ void *mUnk_A8;
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/* AC */ unk8 mUnk_AC;
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/* AD */ unk8 mUnk_AD;
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/* AE */
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Actor_Derived2();
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/* 30 */ virtual void vfunc_30(Actor_vfunc_30 *param1);
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/* 4C */ WEAK virtual ~Actor_Derived2() {}
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/* 54 */ virtual void vfunc_54(unk32 param1);
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};
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extern UnkStruct_ov000_020b539c data_ov000_020b539c_eur;
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struct UnkActorDataStruct1 {
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/* 00 */ unk32 unk_00[4];
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/* 10 */ unk32 unk_10;
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/* 14 */ unk32 unk_14;
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/* 18 */
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};
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extern "C" void func_ov000_02099ddc(void *thisx, UnkActorDataStruct1 param1, unk32 param2, unk32 param3);
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