Named most things in presentDll
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7 changed files with 1301 additions and 1127 deletions
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@ -3,51 +3,58 @@
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#include "game/object.h"
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typedef struct UnkWindowDataStruct {
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typedef struct PresentWindow {
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/* 0x00 */ Process *process;
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/* 0x04 */ s16 window;
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/* 0x06 */ char unk06[2];
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/* 0x08 */ s32 unk08;
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/* 0x0C */ s32 unk0C;
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/* 0x10 */ s32 unk10;
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/* 0x14 */ s32 unk14;
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/* 0x18 */ u32 unk18;
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/* 0x08 */ s32 id;
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/* 0x0C */ BOOL visible;
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/* 0x10 */ s32 messWaitSignal;
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/* 0x14 */ s32 choiceSignal;
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/* 0x18 */ u32 messToBeSet;
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/* 0x1C */ s32 choice;
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/* 0x20 */ s32 unk_20;
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} UnkWindowDataStruct; /* size 0x24 */ // this already exists in option.h
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/* 0x20 */ s32 state;
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} PresentWindow; /* size 0x24 */ // this already exists in option.h
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extern omObjData *lbl_1_bss_10;
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extern omObjData *lbl_1_bss_8;
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extern Process *lbl_1_bss_4;
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#define PRESENT_GUIDE_MODE_NONE 0
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#define PRESENT_GUIDE_MODE_ENTER 1
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#define PRESENT_GUIDE_MODE_LEAVE 2
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void fn_1_144(s16 arg0, s32 arg1, s32 arg2);
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void fn_1_334(s16 arg0, s32 arg1, float arg8, s32 arg2);
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s32 fn_1_550(u16 arg0);
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s32 fn_1_584(u16 arg0);
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s32 fn_1_5B8(u16 arg0);
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omObjData *fn_1_6B4();
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void fn_1_8F0(omObjData *object);
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void fn_1_920(omObjData *object, float arg8, float arg9, float argA, s32 arg1);
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void fn_1_9A4(omObjData *object, float arg8, float arg9, float argA, s32 arg1);
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s32 fn_1_B6C(omObjData *object);
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void fn_1_BF8(omObjData *object);
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omObjData *fn_1_1458(void);
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void fn_1_1784(omObjData *object);
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void fn_1_180C(omObjData *object, s32 arg1);
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s32 fn_1_1850(omObjData *object);
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void fn_1_186C(omObjData *object, s32 arg1);
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void fn_1_3B18(omObjData *object);
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omObjData *fn_1_39A8(void);
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UnkWindowDataStruct *fn_1_3EA4(s32 arg0);
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void fn_1_4040(UnkWindowDataStruct *arg0);
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void fn_1_4080(UnkWindowDataStruct *windowData);
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void fn_1_4098(UnkWindowDataStruct *windowData);
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void fn_1_40B0(UnkWindowDataStruct *windowData, u32 mess);
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void fn_1_4104(UnkWindowDataStruct *windowData, u32 mess, s16 index);
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void fn_1_419C(UnkWindowDataStruct *windowData);
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omObjData *fn_1_42F4(void);
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void fn_1_4534(omObjData *object);
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void fn_1_45C0(omObjData *arg0, s32 arg1);
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s32 fn_1_4604(omObjData *object);
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#define PRESENT_MODE_NONE 0
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#define PRESENT_MODE_SELECT_ROOM 1
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#define PRESENT_MODE_SELECT_PRESENT 2
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#define PRESENT_MODE_GET 3
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extern omObjData *present;
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extern omObjData *presentCamera;
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extern Process *presentObjMan;
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void PresentFadeSprite(s16 sprite, BOOL inF, s32 duration);
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void FadeSpriteWithMultiplier(s16 model, BOOL inF, float tpMultiplier, s32 duration);
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BOOL PresentPadCheck(u16 btn);
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BOOL PresentPadDStkRepCheck(u16 dir);
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BOOL PresentPadDStkCheck(u16 dir);
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omObjData *PresentCameraCreate();
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void PresentCameraKill(omObjData *object);
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void PresentCameraTargetSet(omObjData *object, float x, float y, float z, s32 duration);
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void PresentCameraFocusSet(omObjData *object, float x, float y, float z, s32 duration);
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s32 PresentCameraDoneCheck(omObjData *object);
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omObjData *PresentCreate(void);
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void PresentKill(omObjData *object);
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void PresentExecModeSet(omObjData *object, s32 execMode);
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s32 PresentExecModeGet(omObjData *object);
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void PresentSelectedIDSet(omObjData *object, s32 id);
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void PresentStateKill(omObjData *object);
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omObjData *PresentStateCreate(void);
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PresentWindow *PresentWinCreate(s32 id);
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void PresentWinKill(PresentWindow *work);
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void PresentWinAnimIn(PresentWindow *work);
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void PresentWinAnimOut(PresentWindow *work);
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void PresentWinMesSet(PresentWindow *work, u32 mess);
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void PresentWinInsertMesSet(PresentWindow *work, u32 mess, s16 index);
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void PresentWinMesWait(PresentWindow *work);
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omObjData *PresentGuideCreate(void);
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void PresentGuideKill(omObjData *object);
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void PresentGuideExecModeSet(omObjData *object, s32 execMode);
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s32 PresentGuideExecModeGet(omObjData *object);
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#endif
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