Thread:FixSRwiki/@comment-46261745-20201012171553/@comment-26544499-20201017181456

In the end, it probably doesn't matter. In tagBattle::updateBar, we have cnt = 戦果データ_数 and 戦果データ_数 returns g_sSenka.getCount which is a method in the tagSenkaDataManager class that returns this.m_asData.Numof, where m_asData is an array initialised in tagSenkaDataManager. I'm pretty sure that all of that means that m_asData will be empty when its corresponding tagSenkaDataManager - in this case, g_sSenka - is initialised, so all that's actually going to matter is wherever the m_asData array in g_sSenka is populated. So we only need to worry about calls to tagSenkaDataManager::free and tagSenkaDataManager::add, both of which we can get.

As for understanding the other stuff to do with the bar... It makes me want to give up. It's mixed in with the animation code, and stuff like the UPDATE function in tagBattleBar::update are just plain incomprehensible. If I manage to do anything with this, it'll be guess work. Even something as vital as tagBattleBar::calcBarSize comes off as madness.