Files
st/include/MainGame/UnkTrainSystems.hpp
T
Yanis 5e934a8c9b Decompile overlay 24 (Part 3) (#68)
* 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
2026-06-09 23:01:32 +02:00

54 lines
1.3 KiB
C++

#pragma once
#include "Render/ModelRender.hpp"
#include "Unknown/UnkStruct_027e0d00.hpp"
#include <nns/g3d/g3d.h>
class UnkTrainSystem1 {
public:
/* 00 */ unk32 mUnk_00;
/* 04 */ unk32 mUnk_04;
/* 08 */ unk32 mUnk_08;
/* 0C */ unk32 mUnk_0C;
/* 10 */ unk32 mUnk_10;
/* 14 */ unk32 mUnk_14;
/* 18 */
UnkTrainSystem1();
~UnkTrainSystem1();
void func_ov024_020d54f4();
void func_ov024_020d562c(const VecFx32 *param1, fx32 param2);
bool func_ov024_020d586c();
static u8 func_ov024_020d54a0(s32 param1);
};
class UnkTrainSystem2 {
/* 00 */ unk32 mUnk_00;
/* 04 */ ModelRender mModelRender;
/* 64 */ s16 mUnk_64;
/* 66 */ s16 mUnk_66;
/* 68 */
void SetModel() {
this->mModelRender.vfunc_08(G3d_GetModelPtr(data_027e0d00->mUnk_0F4->mUnk_50));
}
void SetTransform(const Mat3p *param1, const VecFx32 *param2, fx32 param3) {
VecFx32 temp;
temp.x = param3;
temp.y = param3;
temp.z = param3;
this->mModelRender.vfunc_10(&temp, (Mat3p *) param1, (VecFx32 *) param2);
}
UnkTrainSystem2();
~UnkTrainSystem2();
void func_ov024_020d5990();
void func_ov024_020d5afc(const Mat3p *param1, const VecFx32 *param2, unk32 param3);
bool func_ov024_020d5c40();
};