* Fix REL includes till mgmodedll * hsfload fixes * update aurora, fixups * Minor tweaks * update aurora * Mess byteswapping and comment out 3D render code
56 lines
No EOL
1.1 KiB
C
56 lines
No EOL
1.1 KiB
C
#ifndef M424DLL_H
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#define M424DLL_H
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#include "game/object.h"
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typedef struct _M424DllMainStruct {
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Vec rot;
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Vec center;
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float zoom;
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} M424DllMainStruct; // sizeof 1C
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typedef struct _M424DllBallStruct2 {
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omObjData *unk0;
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u8 unk4;
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u8 unk5;
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u8 unk6;
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u16 unk8;
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u16 unkA;
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Mtx unkC;
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Vec unk3C;
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Vec unk48;
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Vec unk54;
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Vec unk60;
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Vec unk6C;
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Vec unk78;
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Vec unk84;
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u8 unk90;
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u8 unk91;
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} M424DllBallStruct2; // sizeof 0x94
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extern M424DllBallStruct2 lbl_1_bss_60[9];
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extern u8 lbl_1_bss_58;
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extern s16 lbl_1_bss_24[4];
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s32 fn_1_FE0(void);
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float fn_1_1358(float, float);
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float fn_1_1470(float, float, float);
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omObjData *fn_1_1AB8(Process *);
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void fn_1_1B8C(void);
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float fn_1_213C(void);
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void fn_1_252C(float, s32);
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void fn_1_2670(s32, s32);
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void fn_1_2720(Process *);
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void fn_1_2880(void);
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Vec *fn_1_8A00(u8);
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s32 fn_1_8A2C(void);
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s32 fn_1_907C(Vec *arg0, Vec *arg1);
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omObjData *fn_1_93F0(Process *);
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void fn_1_94A4(void);
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s32 fn_1_B804(void);
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s32 fn_1_B888(void);
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s32 fn_1_B8AC(void);
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s32 fn_1_B924(void);
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void fn_1_C2E0(s32 arg0);
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#endif |