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https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
ovl_En_Zl4 Decompiled
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@@ -2050,8 +2050,7 @@ beginseg
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name "ovl_En_Zl4"
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compress
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include "build/src/overlays/actors/ovl_En_Zl4/z_en_zl4.o"
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include "build/data/ovl_En_Zl4/ovl_En_Zl4.data.o"
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include "build/data/ovl_En_Zl4/ovl_En_Zl4.reloc.o"
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include "build/src/overlays/actors/ovl_En_Zl4/ovl_En_Zl4_reloc.o"
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endseg
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beginseg
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@@ -20,8 +20,9 @@ void func_809A1BB0(SkelAnime* skelAnime, AnimationInfo* animInfo, u16 animIndex)
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void func_809A1D0C(EnZl4* this, PlayState* play);
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void func_809A1DA4(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx);
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void func_809A1DBC(PlayState* play, s32 limbIndex, Actor* thisx);
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Gfx* func_809A1DD0(GraphicsContext* gfxCtx, u32 alpha);
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Gfx* func_809A1E28(GraphicsContext* gfxCtx, u32 alpha);
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#if 0
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ActorInit En_Zl4_InitVars = {
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/**/ ACTOR_EN_ZL4,
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/**/ ACTORCAT_ITEMACTION,
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@@ -34,10 +35,9 @@ ActorInit En_Zl4_InitVars = {
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/**/ EnZl4_Draw,
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};
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#endif
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AnimationInfo D_809A1F80 = { (AnimationHeader*)0x0600CC94, 1.0f, 0.0f, -1.0f, 0, 0.0f };
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extern AnimationInfo D_809A1F80;
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extern Vec3f D_809A1F98;
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Vec3f D_809A1F98 = { 0.0f, 0.0f, 0.0f };
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void func_809A1BB0(SkelAnime* skelAnime, AnimationInfo* animInfo, u16 animIndex) {
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f32 endFrame;
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@@ -91,13 +91,42 @@ void func_809A1DA4(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Acto
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void func_809A1DBC(PlayState* play, s32 limbIndex, Actor* thisx) {
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}
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s32 func_809A1DD0(GraphicsContext*, u32);
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Gfx* func_809A1DD0(GraphicsContext* gfxCtx, u32 alpha) {
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Gfx* disp;
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Gfx* disp2;
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s32 func_809A1E28(GraphicsContext*, u32);
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OPEN_DISPS(gfxCtx);
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Zl4/func_809A1DD0.s")
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disp = GRAPH_ALLOC(gfxCtx, 0x10);
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disp2 = disp;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Zl4/func_809A1E28.s")
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gDPSetRenderMode(disp++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_XLU_SURF2);
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gDPSetEnvColor(disp++, 0, 0, 0, alpha);
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gSPEndDisplayList(disp);
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CLOSE_DISPS(gfxCtx);
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return disp2;
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}
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Gfx* func_809A1E28(GraphicsContext* gfxCtx, u32 alpha) {
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Gfx* disp;
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Gfx* disp2;
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OPEN_DISPS(gfxCtx);
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disp = GRAPH_ALLOC(gfxCtx, 0x10);
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disp2 = disp;
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gDPSetEnvColor(disp++, 0, 0, 0, alpha);
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gSPEndDisplayList(disp);
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CLOSE_DISPS(gfxCtx);
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return disp2;
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}
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void EnZl4_Draw(Actor* thisx, PlayState* play) {
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EnZl4* this = THIS;
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