mirror of
https://github.com/zeldaret/st
synced 2026-06-18 07:25:26 -04:00
5e934a8c9b
* name func_01ffd3d8 and func_01ffd400 * name func_01ffd3b0 * match func_ov024_020cf9d4 + improve the Random struct * UnkStruct_027e0cf8_00_0C_024 45% * match PassengerManager::GetRandomIndex * UnkStruct_027e0cf8_00_0C_024 OK * UnkStruct_027e0cf8_00_0C_024: do other sections * UnkStruct_027e0cf8_08_024 55% * cleanup: remplace delete into null by the delete macro * UnkStruct_027e0cf8_08_024 OK * fix build issues * UnkStruct_ov024_020d86a0_024 OK * PlayerActor_A0_38_024 .text OK, CreditsEndingType OK * tools: create courselist.py to convert .CLB data to yaml * UnkDataStruct4_14 OK * UnkDataStruct4 17% * UnkDataStruct4 OK * MiscAdvManager OK * PassengerManager OK * fix build issues * ZeldaTrainBinary OK * mark PassengerManager as complete and adjust delinks * UnkStruct_027e0cf8_08_00_024 OK * document more of UnkStruct_027e0ce0 * savefile hotfixes * UnkStruct_027e0ce0_34_024 OK * code_020d46b4_024 OK * UnkStruct_027e0d00 & UnkStruct_027e0d00_20 OK * code_020d51dc_024 OK * fix weird formatting * UnkTrainSystem1 OK * fix jp broken match * UnkTrainSystem2 OK * UnkStruct_027e0d08_024 31% * fix build issues * UnkStruct_027e0d08 OK!!! * remove useless parenthesis * ActorUnk_ov000_020a8bb0_EC OK * move ActorUnk_ov000_020a8bb0_EC to MainGame/Actor/ * ActorUnkOBPC OK * add sjiswrap support * solve remaining gaps and fix build issues * reorganise files + counter docs * tools: remove format command execution from defaults
54 lines
1.3 KiB
C++
54 lines
1.3 KiB
C++
#pragma once
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#include "Render/ModelRender.hpp"
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#include "Unknown/UnkStruct_027e0d00.hpp"
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#include <nns/g3d/g3d.h>
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class UnkTrainSystem1 {
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public:
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/* 00 */ unk32 mUnk_00;
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/* 04 */ unk32 mUnk_04;
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/* 08 */ unk32 mUnk_08;
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/* 0C */ unk32 mUnk_0C;
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/* 10 */ unk32 mUnk_10;
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/* 14 */ unk32 mUnk_14;
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/* 18 */
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UnkTrainSystem1();
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~UnkTrainSystem1();
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void func_ov024_020d54f4();
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void func_ov024_020d562c(const VecFx32 *param1, fx32 param2);
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bool func_ov024_020d586c();
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static u8 func_ov024_020d54a0(s32 param1);
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};
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class UnkTrainSystem2 {
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/* 00 */ unk32 mUnk_00;
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/* 04 */ ModelRender mModelRender;
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/* 64 */ s16 mUnk_64;
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/* 66 */ s16 mUnk_66;
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/* 68 */
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void SetModel() {
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this->mModelRender.vfunc_08(G3d_GetModelPtr(data_027e0d00->mUnk_0F4->mUnk_50));
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}
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void SetTransform(const Mat3p *param1, const VecFx32 *param2, fx32 param3) {
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VecFx32 temp;
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temp.x = param3;
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temp.y = param3;
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temp.z = param3;
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this->mModelRender.vfunc_10(&temp, (Mat3p *) param1, (VecFx32 *) param2);
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}
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UnkTrainSystem2();
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~UnkTrainSystem2();
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void func_ov024_020d5990();
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void func_ov024_020d5afc(const Mat3p *param1, const VecFx32 *param2, unk32 param3);
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bool func_ov024_020d5c40();
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};
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