mirror of
https://github.com/zeldaret/st
synced 2026-06-17 15:16:49 -04:00
dfc8f2748c
* feat: begin decompilation * feat: improve * feat: update symbols * feat: huge improvements on decompiling * feat: rename files and add function to give item * feat: improvements * feat: decompiling stuff * feat: remove deprecated comment * feat: other improvements * feat: use float values for mUnk_50 and mUnk_52 * ActorDroppedItem OK * fix build issues * fix regressions * DroppedItem -> ItemDrop and name actor ids --------- Co-authored-by: Yanis002 <35189056+Yanis002@users.noreply.github.com>
63 lines
1.6 KiB
C++
63 lines
1.6 KiB
C++
//! TODO: This file was generated automatically and might contain errors
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#pragma once
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#include "Actor/Actor.hpp"
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#include "Actor/ActorProfile.hpp"
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#include "global.h"
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#include "types.h"
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class ActorUnkBAEY_c4 : public Actor_c4 {
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public:
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ActorUnkBAEY_c4(Actor *param1);
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/* 00 */ virtual bool vfunc_00(ActorRef ref, 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 ActorUnkBAEY : public Actor {
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public:
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/* 00 (base) */
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/* 94 */
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ActorUnkBAEY();
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/* 4C */ virtual ~ActorUnkBAEY() override;
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void func_ov021_020f04c0(void);
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void func_ov021_020f04d4(void);
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void func_ov021_020f04e8(void);
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void func_ov021_020f05d8(void);
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void func_ov021_020f05f8(void);
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void func_ov021_020f06a4(void);
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void func_ov021_020f073c(void);
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void func_ov021_020f0778(void);
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void func_ov021_020f0860(void);
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void func_ov021_020f0a1c(void);
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void func_ov021_020f0aac(void);
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void func_ov021_020f0ae4(void);
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void func_ov021_020f0af8(void);
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void func_ov021_020f0b04(void);
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void func_ov021_020f0b60(void);
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void func_ov021_020f0bec(void);
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void func_ov021_020f0c54(void);
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void func_ov021_020f0c78(void);
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void func_ov021_020f0c88(void);
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void func_ov021_020f0c90(void);
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void func_ov021_020f0cac(void);
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};
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class ActorProfileUnkBAEY : public ActorProfile_Derived1 {
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public:
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/* 00 (base) */
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ActorProfileUnkBAEY();
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~ActorProfileUnkBAEY();
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/* 0C */ virtual Actor *Create();
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static ActorProfileUnkBAEY *GetProfile();
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};
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