mirror of
https://github.com/zeldaret/st
synced 2026-07-03 04:53:00 -04:00
66eb66f081
* feat: begin decompiling ActorItemBoomerang * feat: decompile functions * refactor: rename function and use ActorState * feat: match vfunc * feat: magic stuff on addresses to match .data * feat: more black magic * feat: improvements * feat: match .data * feat: unmatch .data 😭 * feat: match stuff * refactor: move shotarrows' class used in boomerang * feat: fix mangled names * feat: weird magic * fix: build issues * fix: build issue for jp version * fix: back to +0.2% :yeah: * feat: improvements before changing laptop * feat: continue decompiling * fix: build issues * feat: improvements * feat: solve build on eur * fix: build issue * fix: better match * fix: match back ActorShotArrow data * feat: increase .text matching * fix: propagate changes to ActorShotArrow * feat: matching func_ov031_020e5034 * fix: logical errors * fix: replace whiles with fors * style: use uppercased hex value Co-authored-by: Yanis <35189056+Yanis002@users.noreply.github.com> * style: do not use fx32 for global timer Co-authored-by: Yanis <35189056+Yanis002@users.noreply.github.com> * style: add parameters name in prototypes Co-authored-by: Yanis <35189056+Yanis002@users.noreply.github.com> * style: use bool instead of unk32 for external function Co-authored-by: Yanis <35189056+Yanis002@users.noreply.github.com> * style: use DEG2ANG * refactor: use ActorRef instead of u16 * style: use boring array access instead of chad pointer manipulation * fix: use bool as return type for ActorItemBoomerang::vfunc_2C * feat: remove old non-matching comments * style: explicit null check * revert: change vfunc_2C back to void signature and change 01fff5d0 function's signature to bool --------- Co-authored-by: Yanis <35189056+Yanis002@users.noreply.github.com>
193 lines
5.4 KiB
C++
193 lines
5.4 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 "Render/ModelRender.hpp"
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#include "Unknown/UnkStruct_027e0ce0.hpp"
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#include "Unknown/UnkStruct_ov031_Items.hpp"
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#include "global.h"
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#include "types.h"
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typedef u32 ActorShotArrowState;
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enum ActorShotArrowState_ {
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ActorShotArrowState_0 = 0,
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ActorShotArrowState_1 = 1,
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ActorShotArrowState_2 = 2,
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ActorShotArrowState_3 = 3,
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ActorShotArrowState_4 = 4,
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ActorShotArrowState_5 = 5,
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ActorShotArrowState_6 = 6,
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ActorShotArrowState_7 = 7,
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ActorShotArrowState_Max,
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};
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class ActorShotArrow;
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class ActorShotArrow_140 : public Actor_9C {
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public:
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/* 00 (vtable) */
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/* 20 */ STRUCT_PAD(0x20, 0x24);
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/* 24 */ bool mUnk_24;
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/* 25 */ unk8 mUnk_25;
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/* 26 */ unk8 mUnk_26;
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/* 27 */ unk8 mUnk_27;
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/* 28 */
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ActorShotArrow_140(Actor *param1);
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};
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class ActorShotArrow_178 : public UnkStruct_ov031_Items_00 {
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public:
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/* 00 (vtable) */
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/* 04 */ STRUCT_PAD(0x04, 0x08);
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/* 08 */ ActorShotArrow *mUnk_08;
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/* 0C */ VecFx32 mUnk_0C;
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/* 18 */ u16 mUnk_18;
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/* 1A */
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ActorShotArrow_178(ActorShotArrow *param1);
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// data_ov031_02114288
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/* 00 */ virtual ~ActorShotArrow_178() override;
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/* 08 */ virtual bool vfunc_08(const UnkStruct_ov031_020f3310 *param1) override;
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/* 0C */ virtual bool vfunc_0C(const UnkStruct_ov031_020e54d4 *param1, unk32 param2) override;
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void func_ov031_020f3304();
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};
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class ActorShotArrow_194 : public UnkStruct_ov031_Items_01 {
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public:
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/* 00 (base) */
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/* 2C */ ActorShotArrow *mUnk_2C;
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/* 30 */ unk32 mUnk_30;
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/* 34 */
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const bool IsParam1_3Or4() const {
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Actor *pActor = (Actor *) this->mUnk_2C;
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return pActor->mUnk_5C.mParams[1] == 0x03 || pActor->mUnk_5C.mParams[1] == 0x04;
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}
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ActorShotArrow_194(ActorShotArrow *param1);
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// data_ov031_0211426c
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/* 0C */ virtual bool vfunc_0C(Actor *param1, VecFx32 *vector) override; // func_ov031_020f3c38
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/* 10 */ virtual void vfunc_10(Actor *actor) override; // func_ov031_020f38b0
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// /* 14 */ virtual void vfunc_14(Mat3p *, VecFx32 *);
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void func_ov031_020f374c(Actor *param1);
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};
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class ActorShotArrow_1C8 {
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public:
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/* 00 */ Actor *mUnk_00;
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/* 04 */ VecFx32 mUnk_04;
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/* 10 */ s16 mUnk_10;
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/* 12 */ s16 mUnk_12;
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/* 14 */
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ActorShotArrow_1C8() {
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this->mUnk_00 = NULL;
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this->mUnk_04.x = 0;
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this->mUnk_04.y = 0;
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this->mUnk_04.z = 0;
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this->mUnk_10 = 0;
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this->mUnk_12 = 0;
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}
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};
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class ActorShotArrow : public Actor {
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public:
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/* 000 (base) */
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/* 094 */ UnkSystem6_Derived2 mUnk_94;
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/* 09C */ bool mUnk_9C;
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/* 09C */ STRUCT_PAD(0x9D, 0xA0);
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/* 0A0 */ ModelRender mUnk_A0;
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/* 100 */ UnkSystem5_Derived1 mUnk_100;
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/* 120 */ unk32 mUnk_120;
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/* 124 */ STRUCT_PAD(0x124, 0x140);
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/* 140 */ ActorShotArrow_140 mUnk_140;
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/* 168 */ unk32 mUnk_168;
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/* 16C */ fx32 mUnk_16C;
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/* 170 */ u16 mUnk_170;
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/* 172 */ u16 mUnk_172;
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/* 174 */ unk16 mUnk_174;
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/* 176 */ unk16 mUnk_176;
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/* 178 */ ActorShotArrow_178 mUnk_178;
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/* 194 */ ActorShotArrow_194 mUnk_194;
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/* 1C8 */ ActorShotArrow_1C8 mUnk_1C8;
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/* 1DC */ UnkStruct_ov031_Items_02 mUnk_1DC;
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/* 1E0 */ STRUCT_PAD(0x1E8, 0x224);
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/* 224 */ Mat4x3p *mUnk_224;
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/* 228 */ Mat4x3p mUnk_228;
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/* 258 */ u16 mUnk_258;
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/* 25A */ bool mUnk_25A;
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/* 25B */ bool mUnk_25B;
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/* 25C */ bool mUnk_25C;
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/* 25D */ bool mUnk_25D;
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/* 25E */ u8 mUnk_25E;
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/* 25F */
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ActorShotArrow();
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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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/* 24 */ virtual void vfunc_24() override;
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/* 2C */ virtual void vfunc_2C(unk32 param1) override;
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/* 4C */ virtual ~ActorShotArrow() override;
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void func_ov031_020f1868();
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void SetState(ActorShotArrowState state);
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unk32 func_ov031_020f2270();
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void func_ov031_020f2280();
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void func_ov031_020f229c();
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void func_ov031_020f22d4(Mat3p *param1, VecFx32 *param2);
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void func_ov031_020f2654(Mat3p *param1);
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void func_ov031_020f2794(unk16 param1);
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void func_ov031_020f28ac();
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void func_ov031_020f2b8c();
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void func_ov031_020f2bbc();
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void func_ov031_020f2bec();
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void func_ov031_020f2c08(unk16 param1);
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void func_ov031_020f2cac(VecFx32 *param1, bool param2);
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void func_ov031_020f2ef0();
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void func_ov031_020f2f5c(VecFx32 *param1);
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bool func_ov031_020f2f9c();
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void func_ov031_020f3000();
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void func_ov031_020f311c(Mat4x3p *param1);
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bool func_ov031_020f3210(u16 param1);
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bool func_ov031_020f3258(u16 param1);
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void func_ov031_020f3d04(unk16 param1);
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// data_ov031_021142c0
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void func_ov031_020f1a64();
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void func_ov031_020f1c24();
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void func_ov031_020f1dd4();
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void func_ov031_020f1f54();
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void func_ov031_020f206c();
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void func_ov031_020f2134();
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void func_ov031_020f21dc();
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void func_ov031_020f1874();
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// data_ov031_02114300
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void func_ov031_020f1b04();
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void func_ov031_020f1c7c();
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void func_ov031_020f1e3c();
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void func_ov031_020f2010();
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void func_ov031_020f20bc();
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void func_ov031_020f2160();
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void func_ov031_020f2214();
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void func_ov031_020f1958();
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};
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class ActorProfileShotArrow : public ActorProfile {
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public:
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/* 00 (base) */
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ActorProfileShotArrow();
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/* 0C */ virtual Actor *Create();
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static ActorProfileShotArrow *GetProfile();
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};
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