#include <placeholder.h>
#include "baselib/forward.h"
#include "dolphin/gx/GXStruct.h"
#include "gm/forward.h"
#include <dolphin/mtx.h>
Go to the source code of this file.
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| MatchEnd * | fn_80174274 (void) |
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| s32 | fn_80174284 (u8) |
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| void | fn_80174338 (void) |
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| void | fn_8017435C (void) |
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| void | fn_80174380 (void) |
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| bool | gm_801743A4 (u8) |
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| bool | fn_801743C4 (s32, struct StatsEntry *) |
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| void | fn_80174468 (u8 slot, HSD_Text *text1, HSD_Text *text2, HSD_Text *text3, struct StatsList *list, s32 entry_idx) |
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| void * | fn_801748EC (void *, s32, s32) |
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| void | fn_80174920 (struct ResultsPlayerData *data) |
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| void | fn_801749B8 (HSD_GObj *) |
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| u8 | fn_80174A60 (struct StatsList *, s32) |
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| void | fn_80174B4C (struct ResultsData *, s32) |
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| void | fn_80174FD0 (HSD_JObj *, s32) |
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| void | fn_80175038 (HSD_GObj *, int) |
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| GXColor | fn_8017507C (s32) |
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| void | fn_80175240 (s32) |
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| void | fn_8017556C (s32) |
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| void | fn_801756E0 (s32) |
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| void | fn_80175880 (s32) |
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| void | fn_80175A94 (s32, Vec3 *) |
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| void | fn_80175C5C (void) |
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| void | fn_80175D34 (void) |
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| void | fn_80175DC8 (HSD_GObj *) |
| | Initialize results screen panel and UI elements This is a very complex function (~800 lines) that:
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| void | fn_80176A6C (void) |
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| void | fn_80176BCC (HSD_GObj *) |
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| HSD_JObj * | fn_80176BF0 (HSD_JObj *, u8, int) |
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| void | fn_80176D18 (HSD_GObj *) |
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| UNK_RET | fn_80176D3C (Vec3 *) |
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| UNK_RET | fn_80176F60 (UNK_PARAMS) |
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| UNK_RET | fn_801771C0 (ResultsData *) |
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| void | gm_80177368_OnEnter (void *) |
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| void | gm_80177704_OnLeave (void *) |
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◆ fn_80174274()
◆ fn_80174284()
| s32 fn_80174284 |
( |
u8 |
slot | ) |
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◆ fn_80174338()
| void fn_80174338 |
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void |
| ) |
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◆ fn_8017435C()
| void fn_8017435C |
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void |
| ) |
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◆ fn_80174380()
| void fn_80174380 |
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void |
| ) |
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◆ gm_801743A4()
| bool gm_801743A4 |
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u8 |
outcome | ) |
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◆ fn_801743C4()
◆ fn_80174468()
Mode 2: special handling for pairs
◆ fn_801748EC()
| void * fn_801748EC |
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void * |
list_, |
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s32 |
mode, |
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s32 |
idx |
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) |
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◆ fn_80174920()
◆ fn_801749B8()
◆ fn_80174A60()
◆ fn_80174B4C()
Clear existing stats text
Look up stats list
Set flags
Count visible entries
Set more flags based on scroll position
Create text objects for visible entries
◆ fn_80174FD0()
◆ fn_80175038()
| void fn_80175038 |
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HSD_GObj * |
gobj, |
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int |
flag |
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) |
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◆ fn_8017507C()
| GXColor fn_8017507C |
( |
s32 |
slot | ) |
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◆ fn_80175240()
| void fn_80175240 |
( |
s32 |
slot | ) |
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maybe x4C is an array of Vec2's
◆ fn_8017556C()
| void fn_8017556C |
( |
s32 |
slot | ) |
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◆ fn_801756E0()
| void fn_801756E0 |
( |
s32 |
slot | ) |
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◆ fn_80175880()
| void fn_80175880 |
( |
s32 |
slot | ) |
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◆ fn_80175A94()
| void fn_80175A94 |
( |
s32 |
slot, |
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Vec3 * |
position |
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) |
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◆ fn_80175C5C()
| void fn_80175C5C |
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void |
| ) |
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◆ fn_80175D34()
| void fn_80175D34 |
( |
void |
| ) |
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<
- Todo:
- :: why does this have so much stack space
◆ fn_80175DC8()
Initialize results screen panel and UI elements This is a very complex function (~800 lines) that:
- Loads joint objects from scene data
- Sets up GX link callbacks
- Initializes player stats UI elements
- Creates HSD_Text objects for scores/times NOTE: This implementation is a best-effort attempt, likely not matching
fn_80179F84 takes temp_jobj but is declared as UNK_PARAMS
The rest of the function has complex switch statements for each player slot (0-3) loading many joints and text objects This would require ~700 more lines of code to match exactly
◆ fn_80176A6C()
| void fn_80176A6C |
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void |
| ) |
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◆ fn_80176BCC()
◆ fn_80176BF0()
◆ fn_80176D18()
◆ fn_80176D3C()
| UNK_RET fn_80176D3C |
( |
Vec3 * |
positions | ) |
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◆ fn_80176F60()
◆ fn_801771C0()
◆ gm_80177368_OnEnter()
| void gm_80177368_OnEnter |
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void * |
arg0_ | ) |
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◆ gm_80177704_OnLeave()
| void gm_80177704_OnLeave |
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void * |
unused | ) |
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