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https://github.com/zeldaret/tmc
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Decompile ObjectBD
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@@ -0,0 +1,112 @@
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/**
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* @file objectBD.c
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* @ingroup Objects
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*
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* @brief ObjectBD object
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*/
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#define NENT_DEPRECATED
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#include "global.h"
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#include "object.h"
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#include "functions.h"
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void sub_080A2274(Entity*);
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void sub_080A22B0(Entity*);
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void sub_080A22C4(Entity*);
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void sub_080A2340(Entity*);
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typedef struct {
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u16 unk_0;
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u16 unk_2;
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u16 unk_4;
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u8 unk_6;
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u8 pad;
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} struct_08125014;
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const struct_08125014 gUnk_08125014[] = {
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{ 120, 48, 16, 4, 0 }, { 136, 81, 22, 3, 0 }, { 190, 20, 25, 2, 0 }, { 192, 81, 26, 2, 0 }, { 32, 104, 27, 3, 0 },
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};
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void ObjectBD(Entity* this) {
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static void (*const gUnk_0812503C[])(Entity*) = {
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sub_080A2274, sub_080A22B0, sub_080A22B0, sub_080A22B0, sub_080A22C4,
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};
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gUnk_0812503C[this->type](this);
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}
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void sub_080A2274(Entity* this) {
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u32 addr;
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u32 type;
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if (this->action == 0) {
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sub_080A2340(this);
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CreateObject(OBJECT_BD, 1, 0);
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addr = 0x02000000; // TODO write to 0x2000007
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if (*(u8*)(addr + 7) == 1) {
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type = 2;
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} else {
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type = 3;
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}
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CreateObject(OBJECT_BD, type, 0);
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CreateObject(OBJECT_BD, 4, 0);
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}
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}
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void sub_080A22B0(Entity* this) {
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if (this->action == 0) {
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sub_080A2340(this);
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}
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}
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NONMATCH("asm/non_matching/objectBD/sub_080A22C4.inc", void sub_080A22C4(Entity* this)) {
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u8 bVar1;
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u8 uVar2;
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s16 sVar3;
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u32 uVar4;
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u32 tmp1, tmp2, tmp3, tmp4;
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switch (this->action) {
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case 0:
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sub_080A2340(this);
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this->actionDelay = 8;
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this->field_0xf = 0;
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this->subAction = this->frameIndex;
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this->speed = (Random() & 3) * 0x10 + 0x1e;
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break;
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case 1:
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if (--this->speed != 0) {
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return;
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}
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this->speed = (Random() & 7) * 0x10 + 0x1e;
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this->action = 2;
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break;
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default:
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if (--this->actionDelay != 0) {
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return;
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}
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this->actionDelay = 8;
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this->field_0xf = tmp2 = (this->field_0xf + 1) & 3;
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tmp3 = this->subAction;
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tmp1 = tmp3 + tmp2;
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this->frameIndex = tmp1;
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if (tmp3 * 0x1000000 != tmp1 * 0x1000000) {
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return;
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}
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this->action = 1;
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break;
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}
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}
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END_NONMATCH
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void sub_080A2340(Entity* this) {
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const struct_08125014* ptr;
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ptr = &gUnk_08125014[this->type];
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this->x.HALF.HI = ptr->unk_0;
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this->y.HALF.HI = ptr->unk_2;
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this->frameIndex = ptr->unk_4;
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this->spritePriority.b0 = ptr->unk_6;
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this->spriteRendering.b3 = 1;
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this->spriteOrientation.flipY = 1;
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this->spriteSettings.draw = 2;
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this->action = 1;
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}
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