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Decompile w52 (Alucard Shield) func_ptr_80170004 (#1444)
The most important thing here is that D_170000_8017CBD0 is an array of f32 values. But since entry 0 is only accessed with `.i.hi`, the auto-detected symbol was `CBD2`, offset by 2, so I had to manually make the symbol for this one variable. I studied the symbols file to figure out how to declare it, and this ended up working. Now that I know how to make weapon symbols, I can start making useful names for these in the future. Not for this one though, this doesn't make any sense.
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@ -1485,6 +1485,7 @@ WeaponUnused30 = 0x8017CB64; // type:func rom:0x170000 allow_duplicated:True
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WeaponUnused34 = 0x8017CB6C; // type:func rom:0x170000 allow_duplicated:True
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WeaponUnused38 = 0x8017CB74; // type:func rom:0x170000 allow_duplicated:True
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WeaponUnused3C = 0x8017CB7C; // type:func rom:0x170000 allow_duplicated:True
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D_170000_8017CBD0 = 0x8017CBD0; // type:label rom:0x170000 allow_duplicated:True
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EntityWeaponAttack = 0x8017B620; // type:func rom:0x177000 allow_duplicated:True
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func_ptr_80170004 = 0x8017B914; // type:func rom:0x177000 allow_duplicated:True
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func_ptr_80170008 = 0x8017BFCC; // type:func rom:0x177000 allow_duplicated:True
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@ -3,6 +3,9 @@
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#include "weapon_private.h"
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#include "shared.h"
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extern u8 D_170000_8017ABC4[];
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extern f32 D_170000_8017CBD0[11][4];
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INCLUDE_ASM("weapon/nonmatchings/w_052", EntityWeaponAttack);
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void func_ptr_80170008(Entity* self) {}
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@ -17,7 +20,138 @@ int GetWeaponId(void) { return 52; }
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INCLUDE_ASM("weapon/nonmatchings/w_052", EntityWeaponShieldSpell);
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INCLUDE_ASM("weapon/nonmatchings/w_052", func_ptr_80170004);
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s32 func_ptr_80170004(Entity* self) {
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Primitive* prim;
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s16 playerY;
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s16 primWidth;
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s16 primXCenter;
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s16 primYCenter;
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u16 playerX;
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s16 primHeight;
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u8* uvPtr;
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s32 i;
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switch (self->step) {
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case 0:
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self->primIndex = g_api.AllocPrimitives(PRIM_GT4, 11);
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if (self->primIndex == -1) {
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DestroyEntity(self);
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return;
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}
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if (g_HandId) {
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self->ext.shield.unk86 = 0x129;
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self->ext.shield.unk7D = 0x80;
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} else {
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self->ext.shield.unk86 = 0x111;
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self->ext.shield.unk7D = 0;
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}
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uvPtr = &D_170000_8017ABC4;
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playerX = PLAYER.posX.i.hi;
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playerY = PLAYER.posY.i.hi - 8;
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self->flags = FLAG_UNK_04000000 | FLAG_HAS_PRIMS | FLAG_UNK_10000;
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prim = &g_PrimBuf[self->primIndex];
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for (i = 0; i < 11; i++) {
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prim->u0 = prim->u2 = *uvPtr++;
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prim->v0 = prim->v1 = *uvPtr++;
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prim->u1 = prim->u3 = *uvPtr++;
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prim->v2 = prim->v3 = *uvPtr++;
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prim->v0 += self->ext.shield.unk7D;
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prim->v1 += self->ext.shield.unk7D;
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prim->v2 += self->ext.shield.unk7D;
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prim->v3 += self->ext.shield.unk7D;
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prim->tpage = 0x19;
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prim->clut = self->ext.shield.unk86 + i;
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prim->priority = self->zPriority - 2;
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prim->drawMode = DRAW_DEFAULT;
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prim->r0 = (rand() & 0xF) + 1;
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D_170000_8017CBD0[i][0].i.hi = playerX;
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D_170000_8017CBD0[i][1].i.hi = playerY;
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D_170000_8017CBD0[i][2].val = (rand() * 6) + FIX(-1.5);
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D_170000_8017CBD0[i][3].val = FIX(-2) - (rand() * 4);
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prim = prim->next;
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}
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self->ext.shield.unk94 = 0x20;
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self->ext.shield.unk80 = 0x20;
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self->step++;
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break;
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case 1:
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self->ext.shield.unk94 += 0x10;
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if (self->ext.shield.unk94 > 0xC0) {
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self->ext.shield.unk94 = 0xC0;
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}
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for (i = 0; i < 11; i++) {
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D_170000_8017CBD0[i][0].val += D_170000_8017CBD0[i][2].val;
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D_170000_8017CBD0[i][1].val += D_170000_8017CBD0[i][3].val;
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D_170000_8017CBD0[i][3].val += 0x2000;
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}
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if (--self->ext.shield.unk80 == 0) {
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prim = &g_PrimBuf[self->primIndex];
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for (i = 0; i < 11; i++) {
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prim->g0 = 1;
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prim = prim->next;
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}
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self->ext.shield.unk80 = 0x60;
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self->step++;
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}
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break;
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case 2:
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if ((self->ext.shield.unk80 >= 0x48) &&
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(self->ext.shield.unk80 % 4 == 0)) {
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g_api.PlaySfx(SFX_SUBWPN_THROW);
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}
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if (--self->ext.shield.unk80 == 0) {
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DestroyEntity(self);
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return;
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}
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break;
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}
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prim = &g_PrimBuf[self->primIndex];
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for (i = 0; i < 11; i++) {
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switch (prim->g0) {
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case 0:
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primXCenter = D_170000_8017CBD0[i][0].i.hi;
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primYCenter = D_170000_8017CBD0[i][1].i.hi;
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if (i == 6) {
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primHeight = self->ext.shield.unk94 * 12 / 256;
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} else {
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primHeight = self->ext.shield.unk94 * 16 / 256;
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}
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primWidth = self->ext.shield.unk94 * 12 / 256;
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prim->x0 = prim->x2 = primXCenter - primWidth;
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prim->x1 = prim->x3 = primXCenter + primWidth;
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prim->y0 = prim->y1 = primYCenter - primHeight;
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prim->y2 = prim->y3 = primYCenter + primHeight;
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break;
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case 1:
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if (--prim->r0 == 0) {
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prim->g0++;
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}
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break;
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case 2:
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if ((prim->x1 - prim->x0) >= 5) {
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prim->x0++;
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prim->x1--;
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} else {
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prim->x0 = prim->x1 - 2;
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}
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prim->y0 -= 18;
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prim->y2 -= 6;
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prim->y1 = prim->y0;
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prim->y3 = prim->y2;
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prim->x2 = prim->x0;
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prim->x3 = prim->x1;
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if (prim->y2 < 0) {
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prim->g0++;
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}
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break;
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case 3:
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prim->drawMode = DRAW_HIDE;
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break;
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}
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prim = prim->next;
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}
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}
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void func_ptr_80170024(Entity* self) {}
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