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* C file * drafts * Actor_info_ct and Actor_info_dt * Actor_info_make_actor draft * new_var = &argC; * func_80057940_jp * Actor_free_overlay_area, actor_free_check, Actor_get_overlay_area, func_80057940_jp, Actor_data_bank_regist_check * Shape_Info_init * Actor struct's size confirmed, Actor_malloc_actor_class and Actor_init_actor_class * func_80056380_jp, Actor_info_part_new, restore_fgdata, Actor_info_delete * Actor_info_draw_actor * Actor_data_bank_dma_end_check, Actor_draw_actor_no_culling_check, Actor_draw_actor_no_culling_check2, Actor_cull_check, Actor_delete_check, Actor_info_make_child_actor, restore_fgdata_all, Actor_info_save_actor * gSegments * Actor_world_to_eye, Actor_position_speed_set, Actor_position_moveF and func_80057B70_jp * Actor_player_look_direction_check * Actor_position_move * find m_kankyo file split * Actor_ct * fgName * projection_pos_set, Actor_display_position_set * Actor_info_call_actor * func_80057A8C_jp * import data and bss * cleanups * more cleanup * format * and even more cleanup * hilite funcs * Part_Break_init * and more cleanup * Actor_draw * fake stuff * Part_Break stuff from OoT * a * fix * fix fake symbol * fix * fix
86 lines
3.4 KiB
C
86 lines
3.4 KiB
C
#ifndef M_COMMON_DATA_H
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#define M_COMMON_DATA_H
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#include "ultra64.h"
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#include "unk.h"
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struct Actor;
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struct ActorOverlay;
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struct struct_801161E8_jp;
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struct PlayState_unk_0110;
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struct CommonData_unk_1004C_unk_14_arg0;
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typedef UNK_RET (*CommonData_unk_1004C_unk_04)(struct ActorOverlay*, const struct struct_801161E8_jp*, size_t, s32);
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typedef UNK_RET (*CommonData_unk_1004C_unk_08)(void);
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// TODO: figure out if this is a generic memory allocation or if it is Actor specific
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typedef UNK_PTR (*CommonData_unk_1004C_unk_0C)(size_t, const struct struct_801161E8_jp*, s32);
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typedef UNK_RET (*CommonData_unk_1004C_unk_10)(struct Actor*);
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typedef UNK_RET (*CommonData_unk_1004C_unk_14)(struct CommonData_unk_1004C_unk_14_arg0*, u16);
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typedef UNK_RET (*CommonData_unk_1004C_unk_EC)(struct PlayState_unk_0110*, s16, s16);
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typedef UNK_RET (*CommonData_unk_1004C_unk_F0)(struct PlayState_unk_0110*, struct Actor*);
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typedef s32 (*CommonData_unk_1004C_unk_F4)(struct PlayState_unk_0110*, struct Actor*);
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typedef struct CommonData_unk_1004C {
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/* 0x00 */ UNK_TYPE1 unk_00[0x4];
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/* 0x04 */ CommonData_unk_1004C_unk_04 unk_04;
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/* 0x08 */ CommonData_unk_1004C_unk_08 unk_08;
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/* 0x0C */ CommonData_unk_1004C_unk_0C unk_0C;
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/* 0x10 */ CommonData_unk_1004C_unk_10 unk_10;
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/* 0x14 */ CommonData_unk_1004C_unk_14 unk_14;
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/* 0x18 */ UNK_TYPE1 unk_18[0xD4];
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/* 0xEC */ CommonData_unk_1004C_unk_EC unk_EC;
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/* 0xF0 */ CommonData_unk_1004C_unk_F0 unk_F0;
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/* 0xF4 */ CommonData_unk_1004C_unk_F4 unk_F4;
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} CommonData_unk_1004C; // size >= 0xF8
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typedef UNK_RET (*CommonData_unk_10098_unk_4)(struct ActorOverlay*, size_t);
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typedef UNK_RET (*CommonData_unk_10098_unk_8)(void);
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// TODO: figure out if this is a generic memory allocation or if it is Actor specific
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typedef UNK_PTR (*CommonData_unk_10098_unk_0C)(void);
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typedef UNK_RET (*CommonData_unk_10098_unk_10)(struct Actor*);
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typedef struct CommonData_unk_10098 {
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/* 0x00 */ UNK_TYPE1 unk_00[0x4];
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/* 0x04 */ CommonData_unk_10098_unk_4 unk_4;
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/* 0x08 */ CommonData_unk_10098_unk_8 unk_08;
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/* 0x0C */ CommonData_unk_10098_unk_0C unk_0C;
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/* 0x10 */ CommonData_unk_10098_unk_10 unk_10;
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} CommonData_unk_10098; // size >= 0x10
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typedef struct CommonData {
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/* 0x00000 */ UNK_TYPE1 unk_00000[0x10000];
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/* 0x10000 */ u8 unk_10000; // named "game_started" in AC GCN decomp
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/* 0x10001 */ UNK_TYPE1 unk_10001[0x3];
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/* 0x10004 */ s32 unk_10004; // named "last_scene_no" in AC GCN decomp
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/* 0x10008 */ UNK_TYPE1 unk_10008[0x44];
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/* 0x1004C */ CommonData_unk_1004C *unk_1004C;
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/* 0x10050 */ UNK_TYPE1 unk_10050[0x48];
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/* 0x10098 */ CommonData_unk_10098 *unk_10098;
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/* 0x1009C */ UNK_TYPE1 unk_1009C[0xAC];
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/* 0x10148 */ UNK_TYPE1 unk_10148[0x3];
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/* 0x1014B */ u8 unk_1014B; // named "wipeType" in AC GCN decomp
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/* 0x1014C */ UNK_TYPE1 unk_1014C[0x2];
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/* 0x1014E */ s16 unk_1014E;
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/* 0x10150 */ UNK_TYPE1 unk_10150[0x664];
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/* 0x107B4 */ UNK_TYPE1 unk_107B4[0x2];
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/* 0x107B6 */ s16 unk_107B6; // named "demo_profile" in AC GCN decomp (though it's an array of two s16s in that game)
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/* 0x107B8 */ UNK_TYPE1 unk_107B8[0x2F8];
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/* 0x10AB0 */ u8 unk_10AB0; // named "pad_connected" in AC GCN decomp
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/* 0x10AB1 */ UNK_TYPE1 unk_10AB1[0x7];
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} CommonData; // size = 0x10AB8
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void common_data_reinit(void);
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void common_data_init(void);
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void common_data_clear(void);
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extern CommonData common_data;
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#endif
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