mirror of
https://github.com/zeldaret/st
synced 2026-05-30 17:05:50 -04:00
905ceeb4b3
* feat: change symbols for ActorHeart * feat: begin ActorHeart decompilation * feat: continue decompilation (some changes should be refactored) * improvements * fix build issues * feat: improve matching code * fix: remove back nitro/math * feat: load s8 as u8 * refactor: remove shady variadic function * feat: better function, reg order issue * refactor: switch EC, F0 and F4 to a single VecFx32 variable and improve vfunc_20 * feat: improvements in vfunc_v20 * docs: add what should be written in comments * feat: match with temporary unknown actor structure * style: remove unnecessary curly brackets in switch cases * style: move external functions to the top * docs: mark unmatched functions as non-matching * refactor: use FLOAT_TO_Q20 instead of raw hex values * style: remove unnecessary cast * refactor: use macros to manipulate flags * refactor: better floating values * refactor: use hex values over bin values * feat: use ROUND_Q20 to increase matching * refactor: use Cylinder::Init instead of assigning each variable * refactor: change mangled names --------- Co-authored-by: Yanis002 <35189056+Yanis002@users.noreply.github.com>
84 lines
2.2 KiB
C++
84 lines
2.2 KiB
C++
#pragma once
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#include "Actor/Actor.hpp"
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#include "Actor/ActorProfile.hpp"
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#include "ActorRupee.hpp"
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#include "types.h"
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class ActorHeart_c4 : public Actor_c4 {
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public:
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ActorHeart_c4(Actor *param1);
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/* 00 */ virtual unk32 vfunc_00(Actor_c4_stack param1, unk32 param2) override;
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/* 04 */ virtual void vfunc_04() override;
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/* 08 */ virtual void vfunc_08() override;
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/* 0C */ virtual void vfunc_0c(unk32 param1) override;
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};
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class ActorHeart : public Actor {
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public:
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/* 00 (base) */
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/* 94 */ u16 mUnk_94;
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/* 96 */ u16 mUnk_96;
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/* 98 */ Actor_9c mUnk_98;
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/* 9C */ unk32 mUnk_9C;
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/* A0 */ unk32 mUnk_A0;
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/* A4 */ unk32 mUnk_A4;
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/* A8 */ STRUCT_PAD(0xA8, 0xB4);
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/* B4 */ unk16 mUnk_B4;
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/* B6 */ STRUCT_PAD(0xB6, 0xB8);
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/* B8 */ s16 mUnk_B8;
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/* BA */ unk16 mUnk_BA;
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/* BC */ unk16 mUnk_BC;
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/* BE */ s8 mUnk_BE;
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/* BF */ STRUCT_PAD(0xBF, 0xC0);
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/* C0 */ unk32 mUnk_C0;
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/* C4 */ unk32 mUnk_C4;
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/* C8 */ ActorHeart_c4 mUnk_C8;
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/* EC */ VecFx32 mUnk_EC;
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ActorHeart();
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/* 18 */ virtual bool vfunc_18(unk32 param1) override;
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/* 20 */ virtual void vfunc_20() override;
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/* 2C */ virtual void vfunc_2c(unk32 param1) override;
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/* 4C */ virtual ~ActorHeart() override {};
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void func_ov031_020f0750();
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void func_ov031_020eed64(ActorParams *param_2, unk32 param_3, unk32 param_4);
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void func_ov031_020ef1b4(unk16 param_2);
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void func_ov031_020ef208();
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void func_ov031_020ef4a8();
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void func_ov031_020ef528();
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void func_ov031_020ef570();
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void func_ov031_020ef698();
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// data_ov031_02113d74
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void func_ov031_020ef2f8();
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void func_ov031_020ef334();
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void func_ov031_020ef3a0();
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void func_ov031_020ef3d0();
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void func_ov031_020ef444();
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void func_ov031_020ef458();
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// data_ov031_02113da4
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void func_ov031_020ef2ec();
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void func_ov031_020ef320();
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void func_ov031_020ef35c();
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void func_ov031_020ef3b8();
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void func_ov031_020ef430();
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void func_ov031_020ef448();
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};
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class ActorProfileHeart : public ActorProfile {
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public:
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/* 00 (base) */
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ActorProfileHeart();
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~ActorProfileHeart() {}
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/* 0C */ virtual Actor *Create();
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static ActorProfileHeart *GetProfile();
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};
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