Files
st/include/Unknown/UnkStruct_027e0cd8.hpp
T
Alessevan f66583c194 Decompile ActorUnkAROW (83%) (#70)
* refactor: unknown arow actor to arrow

* refactor: rename ActorUnkArow_c4 and remove warning

* refactor: rename class in system files

* feat: match actorprofilearrow

* feat: progress decompilation

* feat: rename actor to ActorShotArrow

* feat: change mangled name

* feat: decompile some functions and mark unmatched functions as non-matching

* feat: progress

* feat: decompiling function 020f206c

* feat: change two fields for struct padding

* feat: remove non-matching comment on matched function

* feat: decompiling function 020f20bc

* refactor: fix .bss mangled names

* feat: decompiling 020f2134

* feat: decompiling func_ov031_020f2160

* feat: matching function func_ov031_020f21dc

* feat: use correct mangled names in jp version

* fix: change back arm9/delinks in eur version

* feat: non-matching function 020f1a64

* feat: decompile 020f2270

* feat: decompile function 020f2280

* feat: uncompile func_ov031_020f229c

* feat: match 020f22d4 add UnkSystem{4,5} as fields

* feat: reverse 020f2b8c

* feat: 020f2bbc

* feat: 020f2bec

* feat: 020f3304

* style: explicitly indicate floating values when using FLOAT_TO_Q20

* style: move external function to the top

* feat: begin of 020f3258

* feat: decompile 020f32c4

* feat: propagate mangled names changes to japan version

* feat: begin decompilation of func_ov031_020f370c

* feat: begin weird decompilation of func_ov031_020f3d4c

* feat: decompile function 020f3d04

* feat: better matching

* feat: matching function func_ov031_020f2214

* feat: decompile the function 020f3258

* feat: increase matched code

* feat: decompile function func_ov031_020f2794

* feat: decompile function func_ov031_020f18bc

* feat: decompile almost all func_ov031_020f195c

* feat: decompile 3/4 of func_ov031_020f173c

* refactor: change back function's return type to void

* feat: begin decompilation of func_ov031_020f1b04

* feat: advance decompilation of 020f1c7c

* feat: decompile 020f1e3c

* feat: decompile function func_ov031_020f1f54

* refactor: move func(Actor *) into ActorShotArrow class

* feat: introduce ActorShotArrow_194 thanks to Yanis002

* fix: use FX32 in macros over old Q20

* fix: praying magic behaviour

* revert: revert before build failure

* revert: remove all relocs.txt magic stuff

* revert: introduce back correct symbols

* revert: introduce back CORRECTLY correct symbols

* feat: rename vtable

* fix: wrong hex in comment

* feat: huge improvements

* fix: undefined 02081d7c

* fix: awful symbol name

* fix: part of mangled name in jp version

* fix: rest of the line disappeared

* fix: try to fix jp version

* fix: apply eur fix to jp

* feat: add function 020f374c

* fix: full match of 020f173c

* feat: move function in upperclass

* feat: change ActorRupee to use class function

* feat: try decompiling func_ov031_020f2ef0

* feat: improvements

* feat: improvements

* docs: add comment

* fix: build issues

* feat: improvements

* feat: improvements

* feat: forget inclusion of unkstruct

* feat: enhanced

* feat: some improvements

* style: better style

* feat: decompile function and cleanup

* refactor: remove .cache ??

* review

---------

Co-authored-by: Yanis002 <35189056+Yanis002@users.noreply.github.com>
2026-06-22 01:20:15 +02:00

170 lines
5.0 KiB
C++

#pragma once
#include "files.h"
#include "math.hpp"
#include "types.h"
#include "MapObject/MapObjectManager.hpp"
#include "Unknown/UnkStruct_027e09a4.hpp"
class MapObject_20;
class UnkStruct_027e0cd8_0c_160 {
public:
bool func_ov026_02106aa8();
};
class UnkStruct_027e0cd8_0c {
public:
/* 000 (vtable) */
/* 004 */ unk32 *mUnk_04;
/* 008 */ unk32 *mUnk_08;
/* 00C */ unk32 mUnk_0C;
/* 010 */ unk32 *mUnk_10;
/* 014 */ unk32 *mUnk_14;
/* 018 */ unk32 mUnk_18;
/* 01C */ unk32 *mUnk_1C;
/* 020 */ unk32 mUnk_20;
/* 024 */ unk32 *mUnk_24;
/* 028 */ unk32 mUnk_28;
/* 02C */ unk32 *mUnk_2C;
/* 030 */ unk32 mUnk_30;
/* 034 */ unk32 *mUnk_34;
/* 038 */ unk32 mUnk_38;
/* 03C */ unk32 mUnk_3C;
/* 040 */ unk32 mUnk_40;
/* 044 */ unk32 mUnk_44;
/* 048 */ unk32 mUnk_48;
/* 04C */ unk32 mUnk_4C;
/* 050 */ unk32 mUnk_50;
/* 054 */ unk32 mUnk_54;
/* 058 */ unk32 mUnk_58;
/* 05C */ unk32 mUnk_5C;
/* 060 */ unk32 mUnk_60;
/* 064 */ unk32 mUnk_64;
/* 068 */ unk32 mUnk_68;
/* 06C */ unk32 mUnk_6C;
/* 070 */ unk32 *mUnk_70;
/* 074 */ unk32 *mUnk_74;
/* 078 */ unk32 *mUnk_78;
/* 07C */ unk32 mUnk_7C;
/* 080 */ unk32 mUnk_80;
/* 084 */ unk32 mUnk_84;
/* 088 */ unk32 *mUnk_88;
/* 08C */ unk32 *mUnk_8C;
/* 090 */ unk32 mUnk_90;
/* 094 */ unk32 mUnk_94;
/* 098 */ unk32 mUnk_98;
/* 09C */ unk32 mUnk_9C;
/* 0A0 */ unk32 mUnk_A0;
/* 0A4 */ unk32 mUnk_A4;
/* 0A8 */ unk32 mUnk_A8;
/* 0AC */ unk32 mUnk_AC;
/* 0B0 */ unk32 mUnk_B0;
/* 0B4 */ ZeldaObjectList *mUnk_B4;
/* 0B8 */ ZeldaObjectList *mUnk_B8;
/* 0BC */ ZeldaObjectList *mUnk_BC;
/* 0C0 */ ZeldaObjectList *mUnk_C0;
/* 0C4 */ ZeldaObjectList *mUnk_C4;
/* 0C8 */ ZeldaObjectList *mUnk_C8;
/* 0CC */ ZeldaObjectList *mUnk_CC;
/* 0D0 */ ZeldaObjectList *mUnk_D0;
/* 0D4 */ ZeldaObjectList *mUnk_D4;
/* 0D8 */ ZeldaObjectList *mUnk_D8;
/* 0DC */ ZeldaObjectList *mUnk_DC[8];
/* 0FC */ STRUCT_PAD(0xFC, 0x128);
/* 128 */ u16 mUnk_128;
/* 12A */ STRUCT_PAD(0x12A, 0x160);
/* 160 */ UnkStruct_027e0cd8_0c_160 *mUnk_160;
/* 164 */ STRUCT_PAD(0x164, 0x1E0);
/* 1E0 */
// data_ov031_02112a0c
/* 00 */ virtual void vfunc_00();
/* 04 */ virtual void vfunc_04();
/* 08 */ virtual void vfunc_08();
/* 0C */ virtual void vfunc_0C();
/* 10 */ virtual void vfunc_10();
/* 14 */ virtual void vfunc_14();
/* 18 */ virtual void vfunc_18();
/* 1C */ virtual void vfunc_1C();
/* 20 */ virtual void vfunc_20();
/* 24 */ virtual void vfunc_24();
/* 28 */ virtual fx32 vfunc_28(VecFx32 *param1, unk32 param2, unk32 param3);
/* 2C */ virtual void vfunc_2C();
fx32 func_01ffedf4(Vec2b *pPos);
unk32 func_ov000_02080180(void *param1);
bool func_ov000_02080658(unk32 param1, UnkStruct_SceneChange1 *param2);
void func_ov000_020808f4(void *param1, void *param2, unk32 param3);
unk32 func_ov000_02080a44();
void func_ov000_020801b0(Vec2b *param1, unk32 param2, unk32 param3);
void func_ov000_0208053c(u16 param1);
void func_ov000_020803ec(u16 param1);
bool func_ov000_020802ec(u16 param1, VecFx32 *param2);
void func_ov000_02080a5c(VecFx32 *param1);
void func_ov000_02080a78(VecFx32 *param1);
VecFx32 *func_ov001_020b8a5c(unk32 spawnIndex, unk32 param1);
};
class UnkStruct_027e0cd8_04_0C {
public:
/* 00 */ unk32 mUnk_00;
/* 04 */ unk32 mUnk_04;
/* 08 */ s16 mUnk_08;
/* 0C */ STRUCT_PAD(0x0C, 0x50);
/* 50 */
UnkStruct_027e0cd8_04_0C();
};
class UnkStruct_027e0cd8_04 {
public:
/* 00 */ unk32 mUnk_00;
/* 04 */ unk32 mUnk_04;
/* 08 */ unk32 mUnk_08;
/* 0C */ UnkStruct_027e0cd8_04_0C *mUnk_0C;
/* 10 */
/* B4 */
UnkStruct_027e0cd8_04();
};
class UnkStruct_027e0cd8 : public AutoInstance<UnkStruct_027e0cd8> {
public:
/* 00 */ unk32 mUnk_00;
/* 04 */ UnkStruct_027e0cd8_04 *mUnk_04; // stage flags
/* 08 */ unk32 mUnk_08;
/* 0C */ UnkStruct_027e0cd8_0c *mUnk_0C; // related to train?
/* 10 */ MapObjectManager *mUnk_10;
/* 14 */ STRUCT_PAD(0x14, 0x24);
/* 24 */ VecFx32 mUnk_24;
/* 34 */ STRUCT_PAD(0x34, 0x4C);
/* 4C */
UnkStruct_027e0cd8();
~UnkStruct_027e0cd8();
// overlay 0
bool func_ov000_02081e30(unk32 param1, unk32 param2);
void func_ov000_02081d7c(unk32 flagValue, unk32 param2, bool doSet);
void func_ov000_02081ecc(unk16 param1, unk32 param2);
void func_ov000_02081eec(unk16 param1, unk32 param2, unk32 param3);
bool func_ov000_02081f3c(unk16 param1, unk32 param2);
u32 func_ov000_02081d5c(); // returns current room index?
bool func_ov000_02082124();
bool func_ov000_02081c28();
// overlay 1
void func_ov001_020b7a7c();
void func_ov001_020b7830(UnkStruct_SceneChange1 *param1);
void func_ov001_020b7c08(UnkStruct_SceneChange1 *param1, UnkStruct_WarpUnk1_A0 *param2);
static UnkStruct_027e0cd8 *Create();
static void Destroy();
};
extern UnkStruct_027e0cd8 *data_027e0cd8;