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https://github.com/zeldaret/tmc
synced 2026-06-04 18:59:28 -04:00
def ScreenTransition
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@@ -204,4 +204,5 @@ extern u32 sub_0800445C(Entity*);
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extern void sub_0807A108(void);
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extern void sub_0801766C(Entity*);
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extern void sub_08004168(Entity*);
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extern u32 sub_08052638(u32);
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#endif
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+6
-11
@@ -47,17 +47,12 @@
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#define min(a, b) ((a) < (b) ? (a) : (b))
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#define max(a, b) ((a) >= (b) ? (a) : (b))
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struct Coords16
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{
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s16 x;
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s16 y;
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} PACKED;
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struct UCoords16
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{
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u16 x;
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u16 y;
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};
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typedef union {
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s32 WORD;
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struct {
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s16 x, y;
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} HALF;
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} Coords;
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union SplitWord {
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s32 WORD;
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+28
-8
@@ -17,12 +17,19 @@ typedef struct {
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extern struct_02002A40 gUnk_02002A40;
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typedef struct {
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u8 field_0x0[8];
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u8 field_0x8;
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u8 field_0x9;
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u8 field_0xa[6];
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union SplitWord field_0x10;
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u8 field_0x14[0xc];
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u16 frameCount; // regular frame count? does anything reset it?
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u8 field_0x2[6];
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bool8 transitioningOut;
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u8 transitionType; // transition when changing areas
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u8 field_0xa;
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u8 field_0xb;
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u8 areaID;
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u8 roomID;
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u8 animState;
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u8 field_0xf;
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Coords startPos;
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u16 collisionLayer;
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u8 field_0x14[0xa];
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u16 field_0x20;
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u16 field_0x22;
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u8 field_0x24[0x14];
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@@ -35,9 +42,22 @@ typedef struct {
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u16 field_0x46;
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u16 field_0x48;
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u16 field_0x4a;
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} struct_030010A0;
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} ScreenTransition;
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extern struct_030010A0 gUnk_030010A0;
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extern ScreenTransition gScreenTransition;
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typedef struct {
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u16 transitionType;
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u8 field_0x2[4];
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s16 playerXPos;
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s16 playerYPos;
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u8 field_0xa;
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u8 areaID;
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u8 roomID;
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u8 collisionLayer;
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u8 field_0xe;
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u8 playerAnimState;
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u16 transitionSFX;
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} ScreenTransitionData;
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#endif
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