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https://github.com/zeldaret/tww.git
synced 2026-08-14 12:24:16 -04:00
d_a_tag_ret basically done (#16)
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@@ -61,7 +61,6 @@ public:
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virtual cXyz& GetCoCP() { return m_virtual_center; }
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virtual void CalcAabBox() = 0;
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virtual bool GetNVec(cXyz const&, cXyz*) const = 0;
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virtual void getShapeAccess(cCcD_ShapeAttr::Shape*) const;
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cM3dGAab& GetWorkAab() { return mAab; }
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cM3dGAab const& GetWorkAab() const { return mAab; }
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@@ -172,7 +171,6 @@ public:
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virtual bool CrossCo(cCcD_CylAttr const&, f32*) const;
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virtual void CalcAabBox();
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virtual bool GetNVec(cXyz const&, cXyz*) const;
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virtual void getShapeAccess(cCcD_ShapeAttr::Shape*) const;
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}; // Size = 0x34
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@@ -204,7 +202,6 @@ public:
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virtual cXyz& GetCoCP() { return mCenter; }
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virtual void CalcAabBox();
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virtual bool GetNVec(cXyz const&, cXyz*) const;
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virtual void getShapeAccess(cCcD_ShapeAttr::Shape*) const;
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}; // Size = 0x38
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@@ -497,7 +494,6 @@ public:
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virtual cCcD_GObjInf* GetGObjInf() { return NULL; }
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virtual cCcD_ShapeAttr const* GetShapeAttr() const { return NULL; }
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virtual cCcD_ShapeAttr* GetShapeAttr() { return NULL; }
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virtual void Draw(_GXColor const&) {}
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void ct();
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void Set(cCcD_SrcObj const&);
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fopAc_ac_c* GetAc();
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@@ -70,49 +70,54 @@ public:
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/* 0x2FC */ u8 field_0x2FC[0x300 - 0x2FC];
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/* 0x300 */ f32 field_0x300;
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/* 0x304 */ daPy_demo_c mDemo;
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/* 0x31C */ void* vtbl;
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void onFrollCrashFlg(u32);
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void getGrabActorID() const;
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void getBokoFlamePos(cXyz*);
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void setPlayerPosAndAngle(cXyz*, s16);
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virtual void getLeftHandMatrix();
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virtual void getRightHandMatrix();
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virtual void getGroundY();
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virtual void getTactMusic() const;
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virtual void getTactTimerCancel() const;
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virtual void checkPlayerGuard() const;
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virtual void getGrabMissActor();
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virtual void checkPlayerFly() const;
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virtual void checkFrontRoll() const;
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virtual void checkBottleSwing() const;
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virtual void checkCutCharge() const;
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virtual void getBokoFlamePos(cXyz*);
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virtual void checkTactWait() const;
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virtual void setTactZev(u32, int, char*);
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virtual void onDekuSpReturnFlg(u8);
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virtual void checkComboCutTurn() const;
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virtual void getBaseAnimeFrameRate();
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virtual void getBaseAnimeFrame();
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virtual void getItemID() const;
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virtual void getThrowBoomerangID() const;
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virtual void getGrabActorID() const;
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virtual void checkGrabBarrel();
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virtual void checkPlayerNoDraw();
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virtual void checkRopeTag();
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virtual void checkRopeReadyAnime() const;
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virtual void voiceStart(u32);
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virtual void setOutPower(f32, s16, int);
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virtual void onFrollCrashFlg(u32);
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virtual void getModelJointMtx(u16);
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virtual void getOldSpeedY();
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virtual void setHookshotCarryOffset(u32, cXyz const*);
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virtual void setPlayerPosAndAngle(cXyz*, s16);
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virtual void setPlayerPosAndAngle(cXyz*, csXyz*);
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virtual void setPlayerPosAndAngle(f32*[][][][]);
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virtual void setThrowDamage(cXyz*, s16, f32, f32, int);
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virtual void changeTextureAnime(u16, u16, int);
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virtual void cancelChangeTextureAnime();
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void getSwordTopPos() const;
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void checkPlayerFly() const;
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void checkPlayerNoDraw();
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void getLeftHandPos() const;
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void checkPlayerGuard() const;
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void getRopeJumpLand() const;
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void checkRopeReadyAnime() const;
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void checkRopeForceEnd() const;
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void getHeadTopPos() const;
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void changePlayer(fopAc_ac_c*);
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void objWindHitCheck(dCcD_Cyl*);
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void setDoButtonQuake();
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void stopDoButtonQuake(int);
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void getTactMusic() const;
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void getTactTimerCancel() const;
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void getGrabMissActor();
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void checkFrontRoll() const;
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void checkBottleSwing() const;
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void checkCutCharge() const;
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void checkTactWait() const;
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void setTactZev(u32, int, char*);
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void onDekuSpReturnFlg(u8);
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void checkComboCutTurn() const;
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void getItemID() const;
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void getThrowBoomerangID() const;
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void checkGrabBarrel();
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void checkRopeTag();
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void voiceStart(u32);
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void setOutPower(f32, s16, int);
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void getModelJointMtx(u16);
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void getOldSpeedY();
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void setHookshotCarryOffset(u32, cXyz const*);
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void setPlayerPosAndAngle(f32*[][][][]);
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void setPlayerPosAndAngle(cXyz*, csXyz*);
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void setThrowDamage(cXyz*, s16, f32, f32, int);
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void changeTextureAnime(u16, u16, int);
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void cancelChangeTextureAnime();
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void getRopePos() const;
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};
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+2
-1
@@ -6,7 +6,8 @@
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namespace daObj {
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template <typename T>
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int PrmAbstract(const fopAc_ac_c* actor, T width, T shift) {
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return ((1 << width) - 1) & (fopAcM_GetParam(actor) >> shift);
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u32 param = fopAcM_GetParam(actor);
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return ((1 << width) - 1) & (param >> shift);
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}
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};
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+1
-1
@@ -351,7 +351,7 @@ STATIC_ASSERT(sizeof(dCcD_GObjInf) == 0xF8);
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class dCcD_Cyl : public dCcD_GObjInf, public cCcD_CylAttr {
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public:
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void Set(dCcD_SrcCyl const&);
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cCcD_ShapeAttr* GetShapeAttr();
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cCcD_ShapeAttr* GetShapeAttr() { return this; }
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void StartCAt(cXyz&);
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void MoveCAt(cXyz&);
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void MoveCTg(cXyz&);
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+2
-2
@@ -1,8 +1,8 @@
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#ifndef D_ITEM_H
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#define D_ITEM_H
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void execItemGet(unsigned char);
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void checkItemGet(unsigned char, int);
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void execItemGet(u8 itemNo);
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BOOL checkItemGet(u8 itemNo, BOOL defaultVal);
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void item_func_heart();
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void item_func_green_rupee();
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void item_func_blue_rupee();
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