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View doCheckEquipItemType.cpp
signed __int64 __fastcall doCheckEquipItemType(void *a1, sead::SafeString *profile)
{
// [COLLAPSED LOCAL DECLARATIONS. PRESS KEYPAD CTRL-"+" TO EXPAND]
profile->assureTermination(profile);
profile->assureTermination(profile);
v3 = (char *)profile->cstr;
if ( v3 == "WeaponSmallSword" )
return 0LL;
for...
View _ZN4ksys3res24GParamListObjectTravelerC1Ev.cpp
sead::SafeStringBase<char> *__fastcall ksys::res::GParamListObjectTraveler::GParamListObjectTraveler(__int64 x0_0)
{
// [COLLAPSED LOCAL DECLARATIONS. PRESS KEYPAD CTRL-"+" TO EXPAND]
v2 = (agl::utl::IParameterObj *)(x0_0 + 8);
*(_QWORD *)x0_0 = &BgparamlistObject::vt;
agl::utl::IParameterObj::IParameterObj((agl::utl::IParameterObj *)(x0_0 + 8));
v3 = (agl::utl::ParameterBase *)(x0_0 + 0x38);
*(_QWORD *)x0_0 = &off_71025114A0;
*(_QWORD *)(x0_0 + 8) = &`vtable for'agl::utl::ParameterObj;
View BaseProcMgr::getNextActor.cpp
Actor *__fastcall BaseProcMgr::getNextActor(BaseProcMgr *this, sead::CriticalSection *cs, Actor *actor, u8 flags)
{
// [COLLAPSED LOCAL DECLARATIONS. PRESS KEYPAD CTRL-"+" TO EXPAND]
if ( &this->procMapCritSection != cs )
return 0LL;
if ( !actor )
{
node = this->procMap.mRoot;
if ( node )
View botw_gamedata_PorchItem_example.json
{
"PorchItem": [
"Weapon_Sword_070",
"Weapon_Sword_024",
"Weapon_Sword_025",
"Weapon_Sword_030",
"Weapon_Sword_041",
"Weapon_Sword_058",
"Weapon_Sword_034",
"Weapon_Sword_035",
View botw_150_strings.txt
This file has been truncated, but you can view the full file.
Address Length Type String
.text:0000007100000008 00000004 C MOD0
.rodata:0000007101803008 00000044 C D:\\home\\Cafe\\U-King\\trunk\\Game\\App\\Rom\\NX64\\Product\\code\\U-King.nss
.dynstr:0000007101DA1FC1 00000022 C _ZN2nn6socket10GetSockOptEiiiPvPj
.dynstr:0000007101DA1FE3 00000029 C _ZN2nn6socket11GetPeerNameEiP8sockaddrPj
.dynstr:0000007101DA200C 0000001E C _ZN2nn6socket12GetLastErrnoEv
.dynstr:0000007101DA202A 0000001E C _ZN2nn6socket4PollEP6pollfdmi
.dynstr:0000007101DA2048 00000018 C _ZN2nn6socket5FcntlEiiz
.dynstr:0000007101DA2060 00000028 C _ZN2nn6socket6SendToEiPKvmiPK8sockaddrj
View botw_heap_dump_100.yaml
This file has been truncated, but you can view the full file.
root_heap_array:
addr: 0xa2dfa40
size: 1
capacity: 4
root_heap:
name: RootHeap
addr: 0x10a000000
parent: null
size: 3227516928
@leoetlino
leoetlino / ida70.cpp
Created Jan 10, 2021
botw_decompiler_bugs
View ida70.cpp
/*
CMP W1, #3
TBZ W2, #0, loc_710096E890
B.GT loc_710096E8C0
MOV X0, X20 ; a1
MOV W1, WZR ; a2
BL sead::ListImpl::nth(int)const
*/
...
if ( (signed int)type <= 9 )
View ActorParamMgr_loadActorLink_decomp.cpp
View ActorParamMgr_loadActorLink.cpp
View gdt_common_flags.hpp
#pragma once
// DO NOT EDIT. This file is automatically generated.
#include "KingSystem/GameData/gdtManager.h"
namespace ksys::gdt {
struct CommonFlags {
FlagHandle flag_100enemy_Activated;