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https://github.com/zeldaret/tww.git
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procTactWait
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@@ -15,7 +15,7 @@ public:
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void setBeat(s32);
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void setVolume(f32);
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void metronomePlay(s32, s32);
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void judge(s32, s32);
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s32 judge(s32, s32);
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void ambientPlay();
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void armSoundPlay(s32);
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f32 getMelodyPattern(s32, s32, s32*);
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@@ -24,9 +24,8 @@ public:
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void melodyPlay(s32);
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void melodyStop();
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// one of these inlines returns field_0x30, not sure which
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void getBeat() {}
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void getBeatFrames() {}
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u8 getBeat() { return mMelodyNum; }
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f32 getBeatFrames() { return field_0x30; }
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public:
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/* 0x00 */ int field_0x0;
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@@ -148,7 +148,7 @@ public:
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daPyRFlg0_UNK80000 = 0x00080000,
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daPyRFlg0_POISON_CURSE = 0x00100000,
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daPyRFlg0_GRAB_PUT_START = 0x00400000,
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daPyRFlg0_TACT_USE = 0x01000000,
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daPyRFlg0_TACT_INPUT = 0x01000000,
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daPyRFlg0_FAIRY_USE = 0x02000000,
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daPyRFlg0_UNK8000000 = 0x08000000,
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daPyRFlg0_UNK10000000 = 0x10000000,
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@@ -445,7 +445,7 @@ public:
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void onPoisonCurse() { onResetFlg0(daPyRFlg0_POISON_CURSE); }
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bool getGrabPutStart() const { return checkResetFlg0(daPyRFlg0_GRAB_PUT_START); }
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bool checkFairyUse() const { return checkResetFlg0(daPyRFlg0_FAIRY_USE); }
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bool checkTactUse() const { return checkResetFlg0(daPyRFlg0_TACT_USE); }
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bool checkTactInput() const { return checkResetFlg0(daPyRFlg0_TACT_INPUT); }
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bool checkArrowShoot() const { return checkResetFlg0(daPyRFlg0_ARROW_SHOOT); }
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bool checkGrabWear() const { return field_0x2b0 < 0.0f; }
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@@ -465,7 +465,6 @@ public:
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void checkSwordMiniGame() const {}
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void checkSoupPowerUp() const {}
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void checkSubjectAccept() const {}
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void checkTactInput() const {}
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void checkUseArrowEffect() const {}
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void getRopeJumpLand() const {}
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void checkRopeForceEnd() const {}
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@@ -95,6 +95,9 @@ public:
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}
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void onAlphaOutFlg() { mAlphaOutFlg = TRUE; }
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JPABaseEmitter* getEmitter() { return mpEmitter; }
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void deleteCallBack() {}
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/* 0x4 */ BOOL mAlphaOutFlg;
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/* 0x8 */ JPABaseEmitter* mpEmitter;
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@@ -2098,7 +2101,7 @@ public:
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/* 0x3618 */ u32 mModeFlg;
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/* 0x361C */ u32 mMtrlSndId;
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/* 0x3620 */ u32 m3620;
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/* 0x3624 */ int m3624;
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/* 0x3624 */ u32 m3624;
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/* 0x3628 */ int m3628;
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/* 0x362C */ uint mTactZevPartnerPID;
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/* 0x3630 */ u32 m3630;
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@@ -2456,7 +2456,7 @@ inline bool dComIfGp_2dShowCheck() {
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return g_dComIfG_gameInfo.play.show2dCheck();
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}
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inline u8 dComIfGp_setMelodyNum() {
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inline u8 dComIfGp_getMelodyNum() {
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return g_dComIfG_gameInfo.play.getMelodyNum();
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}
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@@ -48,6 +48,7 @@ void mDoAud_setSceneName(const char*, s32, s32);
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void mDoAud_Execute();
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BOOL mDoAud_isUsedHeapForStreamBuffer();
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int mDoAud_load1stDynamicWave();
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int mDoAud_getTactDirection(int stick, int ret);
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extern JKRSolidHeap* g_mDoAud_audioHeap;
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@@ -214,7 +215,7 @@ inline void mDoAud_tact_reset() {
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mDoAud_zelAudio_c::getTact().reset();
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}
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inline void mDoAud_tact_getBeat() {
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inline u8 mDoAud_tact_getBeat() {
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return mDoAud_zelAudio_c::getTact().getBeat();
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}
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@@ -222,7 +223,7 @@ inline void mDoAud_tact_setBeat(s32 beat) {
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mDoAud_zelAudio_c::getTact().setBeat(beat);
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}
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inline void mDoAud_tact_getBeatFrames() {
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inline f32 mDoAud_tact_getBeatFrames() {
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return mDoAud_zelAudio_c::getTact().getBeatFrames();
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}
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@@ -250,11 +251,20 @@ inline void mDoAud_tact_stopArmSwing() {
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mDoAud_zelAudio_c::getTact().stopArmSwing();
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}
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inline void mDoAud_tact_armSoundPlay(s32) {}
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inline void mDoAud_tact_judge(s32, s32) {}
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inline s32 mDoAud_tact_judge(s32 param_1, s32 param_2) {
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return mDoAud_zelAudio_c::getTact().judge(param_1, param_2);
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}
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inline void mDoAud_tact_armSoundPlay(s32 param_1) {
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return mDoAud_zelAudio_c::getTact().armSoundPlay(param_1);
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}
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inline void mDoAud_tact_metronomePlay(s32 param_1, s32 param_2) {
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return mDoAud_zelAudio_c::getTact().metronomePlay(param_1, param_2);
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}
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inline void mDoAud_tact_melodyPlay(s32) {}
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inline void mDoAud_tact_melodyStop() {}
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inline void mDoAud_tact_metronomePlay(s32, s32) {}
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inline BOOL mDoAud_checkCbPracticePlay() {
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return mDoAud_zelAudio_c::getInterface()->checkCbPracticePlay();
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