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<title>botw/src/Game/Damage, branch master</title>
<subtitle>Decompilation of The Legend of Zelda: Breath of the Wild (Switch v1.5.0)</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/botw/'/>
<entry>
<title>style: remove redundant virtual on override functions, fix SEAD_RTTI spacing</title>
<updated>2026-02-15T02:04:03+00:00</updated>
<author>
<name>Jesse Dao</name>
<email>robloxian362@gmail.com</email>
</author>
<published>2026-02-15T00:43:30+00:00</published>
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<entry>
<title>Fix extra semicolons and enable -Wextra-semi warning</title>
<updated>2022-06-24T12:54:21+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-06-24T12:45:24+00:00</published>
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<entry>
<title>Revert "Add #ifdef declarations for NON_MATCHING code"</title>
<updated>2022-02-27T11:50:52+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-02-27T11:48:28+00:00</published>
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<content type='text'>
This reverts commit 42807160cfb33af9f3cf2fa6b0ba98f232208cdb.

It makes searching for NON_MATCHING comment descriptions much less
convenient in most text editors or IDEs, and we want the function
CSV to be the single source of truth for function statuses. Having
a function marked as matching but not built because of a stray #ifdef
would be bad.
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<pre>
This reverts commit 42807160cfb33af9f3cf2fa6b0ba98f232208cdb.

It makes searching for NON_MATCHING comment descriptions much less
convenient in most text editors or IDEs, and we want the function
CSV to be the single source of truth for function statuses. Having
a function marked as matching but not built because of a stray #ifdef
would be bad.
</pre>
</div>
</content>
</entry>
<entry>
<title>Add #ifdef declarations for NON_MATCHING code</title>
<updated>2021-07-26T11:05:19+00:00</updated>
<author>
<name>AlexApps99</name>
<email>alex.apps99@gmail.com</email>
</author>
<published>2021-07-26T09:58:51+00:00</published>
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</entry>
<entry>
<title>ksys: Move ActorParam classes into separate folder to declutter Resource/</title>
<updated>2021-06-15T16:04:39+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2021-06-15T15:47:03+00:00</published>
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<entry>
<title>Rename aoc2 to HardModeManager</title>
<updated>2021-04-20T10:08:07+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2021-04-20T10:02:24+00:00</published>
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<id>c95a79bbc15d6b20e17acfe4a7299961fd299a65</id>
<content type='text'>
It seems to have been called HardModeManager according to a leftover
context name for loading Aoc/0010/Ecosystem/HardMode.byml
(which also doesn't exist anymore).
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It seems to have been called HardModeManager according to a leftover
context name for loading Aoc/0010/Ecosystem/HardMode.byml
(which also doesn't exist anymore).
</pre>
</div>
</content>
</entry>
<entry>
<title>Fix include cycles and useless includes</title>
<updated>2021-03-11T14:10:52+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2021-03-11T14:10:26+00:00</published>
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<entry>
<title>uking/dmg: Implement DamageInfoMgr::isTrueFormMasterSword</title>
<updated>2021-01-22T16:36:21+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2021-01-22T16:20:24+00:00</published>
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<content type='text'>
And some trivial getters.
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<pre>
And some trivial getters.
</pre>
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</content>
</entry>
<entry>
<title>Move Damage to Game/ and add more DamageInfoMgr members</title>
<updated>2021-01-22T16:10:53+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2021-01-22T15:52:26+00:00</published>
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<id>5328fd2782464cc8170275450db7f07944475855</id>
<content type='text'>
Damage stuff seems to be considered game code rather than KingSystem
code based on the function order in the executable and on the fact
that the Damage code uses other components that are known to be
in Game/U-King rather than in KingSystem.
</content>
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<pre>
Damage stuff seems to be considered game code rather than KingSystem
code based on the function order in the executable and on the fact
that the Damage code uses other components that are known to be
in Game/U-King rather than in KingSystem.
</pre>
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</content>
</entry>
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