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* more data dumping and some code cleaning * split out cutscene scripts * initial start at script conversion * more script work * use correct type * clearer up struct field names * split known scripts into seperate files * no need to preproc pure ascii strings in debug * more cutscene work * split out personality test scripts * solidify text macros and doc some dungeon fields * more scripting work
49 lines
992 B
C
49 lines
992 B
C
#ifndef GUARD_CODE_8041D5C_H
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#define GUARD_CODE_8041D5C_H
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struct subStruct_8048524
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{
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u8 fill0[0x6];
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u8 unk6;
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u8 unk7;
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u8 fill8[0xE - 0x8];
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/* 0xE */ s16 HP; // HP??
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s16 unk10;
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u8 fill12[0x46 - 0x12];
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s8 unk46;
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u8 fill47[0xA4 - 0x47];
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u8 unkA4;
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u8 fillA5[0xAC - 0xA5];
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/* 0xAC */ u8 statusCondition;
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u8 fillAD[0xFB - 0xAD];
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u8 unkFB;
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u8 fillFC[0x112 - 0xFC];
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u8 unk112;
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u8 fill113[0x13C - 0x113];
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u32 unk13C;
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u8 fill140[0x15C - 0x140];
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u8 unk15C;
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u8 unk15D;
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u8 unk15E;
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u8 unk15F;
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u8 fill160[0x174 - 0x160];
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u32 unk174;
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};
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struct unkDungeon_8041D5C
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{
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u8 fill0[4];
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/* 0x4 */ s16 posWorldX;
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/* 0x6 */ s16 posWorldY;
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/* 0x8 */ s16 prevPosWorldX;
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/* 0xA */ s16 prevPosWorldY;
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/* 0xC */ s32 unkC;
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/* 0x10 */ s32 unk10;
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/* 0x14 */ u8 fill14[0x20 - 0x14];
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/* 0x20 */ u8 unk20;
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/* 0x21 */ u8 unk21[0x70 - 0x21];
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struct subStruct_8048524 *unk70;
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};
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#endif
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