mirror of https://github.com/zeldaret/mm.git
InitVars -> Profile (#1697)
* ActorProfile * EffectSsProfile * TransitionProfile * variables.txt
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@ -30,7 +30,7 @@ typedef struct {
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/* 0x2 */ Vec3s unk_2; // scale
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} struct_80124618; // size = 0x8
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typedef struct ActorInit {
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typedef struct ActorProfile {
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/* 0x00 */ s16 id;
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/* 0x02 */ u8 type;
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/* 0x04 */ u32 flags;
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@ -40,7 +40,7 @@ typedef struct ActorInit {
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/* 0x14 */ ActorFunc destroy;
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/* 0x18 */ ActorFunc update;
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/* 0x1C */ ActorFunc draw;
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} ActorInit; // size = 0x20
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} ActorProfile; // size = 0x20
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typedef void (*ActorShadowFunc)(struct Actor* actor, struct Lights* mapper, struct PlayState* play);
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@ -9,7 +9,7 @@
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DECLARE_OVERLAY_SEGMENT(Arrow_Fire)
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#define AM_FIELD_SIZE SEGMENT_SIZE(ovl_Arrow_Fire)
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struct ActorInit;
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struct ActorProfile;
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#define DEFINE_ACTOR(_name, enumValue, _allocType, _debugName) enumValue,
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#define DEFINE_ACTOR_INTERNAL(_name, enumValue, _allocType, _debugName) enumValue,
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@ -35,7 +35,7 @@ typedef struct ActorOverlay {
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/* 0x08 */ void* vramStart;
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/* 0x0C */ void* vramEnd;
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/* 0x10 */ void* loadedRamAddr; // original name: "allocp"
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/* 0x14 */ struct ActorInit* initInfo;
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/* 0x14 */ struct ActorProfile* profile;
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/* 0x18 */ char* name;
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/* 0x1C */ u16 allocType; // bit 0: don't allocate memory, use actorContext->0x250? bit 1: Always keep loaded?
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/* 0x1E */ s8 numLoaded; // original name: "clients"
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@ -33,17 +33,17 @@ typedef u32 (*EffectSsInitFunc)(struct PlayState* play, u32 index, struct Effect
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typedef void(*EffectSsUpdateFunc)(struct PlayState* play, u32 index, struct EffectSs* particle);
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typedef void(*EffectSsDrawFunc)(struct PlayState* play, u32 index, struct EffectSs* particle);
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typedef struct EffectSsInit {
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typedef struct EffectSsProfile {
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/* 0x0 */ u32 type;
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/* 0x4 */ EffectSsInitFunc init;
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} EffectSsInit; // size = 0x8
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} EffectSsProfile; // size = 0x8
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typedef struct EffectSsOverlay {
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/* 0x00 */ RomFile file;
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/* 0x08 */ void* vramStart;
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/* 0x0C */ void* vramEnd;
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/* 0x10 */ void* loadedRamAddr;
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/* 0x14 */ EffectSsInit* initInfo;
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/* 0x14 */ EffectSsProfile* profile;
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/* 0x18 */ u8 unk18; // Always 1?
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} EffectSsOverlay; // size = 0x1C
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@ -51,7 +51,7 @@ typedef struct TransitionTile {
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#define TC_SET_PARAMS (1 << 7)
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typedef struct TransitionInit {
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typedef struct TransitionProfile {
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/* 0x00 */ void* (*init)(void* transition);
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/* 0x04 */ void (*destroy)(void* transition);
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/* 0x08 */ void (*update)(void* transition, s32 updateRate);
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@ -61,7 +61,7 @@ typedef struct TransitionInit {
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/* 0x18 */ void (*setColor)(void* transition, u32 color);
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/* 0x1C */ void (*setEnvColor)(void* transition, u32 color);
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/* 0x20 */ s32 (*isDone)(void* transition);
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} TransitionInit; // size = 0x24
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} TransitionProfile; // size = 0x24
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typedef struct TransitionOverlay {
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union {
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@ -74,7 +74,7 @@ typedef struct TransitionOverlay {
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/* 0x04 */ void* vramStart;
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/* 0x08 */ void* vramEnd;
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/* 0x0C */ RomFile file;
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/* 0x14 */ TransitionInit* initInfo;
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/* 0x14 */ TransitionProfile* profile;
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/* 0x18 */ size_t size;
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} TransitionOverlay;
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@ -3273,15 +3273,15 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
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CS_ID_NONE, HALFDAYBIT_ALL, NULL);
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}
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ActorInit* Actor_LoadOverlay(ActorContext* actorCtx, s16 index) {
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ActorProfile* Actor_LoadOverlay(ActorContext* actorCtx, s16 index) {
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size_t overlaySize;
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ActorOverlay* overlayEntry = &gActorOverlayTable[index];
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ActorInit* actorInit;
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ActorProfile* profile;
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overlaySize = (uintptr_t)overlayEntry->vramEnd - (uintptr_t)overlayEntry->vramStart;
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if (overlayEntry->vramStart == NULL) {
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actorInit = overlayEntry->initInfo;
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profile = overlayEntry->profile;
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} else {
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if (overlayEntry->loadedRamAddr == NULL) {
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if (overlayEntry->allocType & ALLOCTYPE_ABSOLUTE) {
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@ -3304,21 +3304,21 @@ ActorInit* Actor_LoadOverlay(ActorContext* actorCtx, s16 index) {
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overlayEntry->numLoaded = 0;
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}
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actorInit = (void*)(uintptr_t)((overlayEntry->initInfo != NULL)
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? (void*)((uintptr_t)overlayEntry->initInfo -
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(intptr_t)((uintptr_t)overlayEntry->vramStart -
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(uintptr_t)overlayEntry->loadedRamAddr))
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: NULL);
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profile = (void*)(uintptr_t)((overlayEntry->profile != NULL)
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? (void*)((uintptr_t)overlayEntry->profile -
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(intptr_t)((uintptr_t)overlayEntry->vramStart -
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(uintptr_t)overlayEntry->loadedRamAddr))
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: NULL);
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}
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return actorInit;
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return profile;
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}
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Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s16 index, f32 x, f32 y, f32 z, s16 rotX,
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s16 rotY, s16 rotZ, s32 params, u32 csId, u32 halfDaysBits, Actor* parent) {
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s32 pad;
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Actor* actor;
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ActorInit* actorInit;
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ActorProfile* profile;
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s32 objectSlot;
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ActorOverlay* overlayEntry;
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@ -3326,20 +3326,20 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1
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return NULL;
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}
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actorInit = Actor_LoadOverlay(actorCtx, index);
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if (actorInit == NULL) {
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profile = Actor_LoadOverlay(actorCtx, index);
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if (profile == NULL) {
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return NULL;
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}
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objectSlot = Object_GetSlot(&play->objectCtx, actorInit->objectId);
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objectSlot = Object_GetSlot(&play->objectCtx, profile->objectId);
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if ((objectSlot <= OBJECT_SLOT_NONE) ||
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((actorInit->type == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num) &&
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(actorInit->id != ACTOR_BOSS_05))) {
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((profile->type == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num) &&
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(profile->id != ACTOR_BOSS_05))) {
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Actor_FreeOverlay(&gActorOverlayTable[index]);
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return NULL;
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}
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actor = ZeldaArena_Malloc(actorInit->instanceSize);
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actor = ZeldaArena_Malloc(profile->instanceSize);
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if (actor == NULL) {
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Actor_FreeOverlay(&gActorOverlayTable[index]);
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return NULL;
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@ -3350,22 +3350,22 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1
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overlayEntry->numLoaded++;
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}
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bzero(actor, actorInit->instanceSize);
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bzero(actor, profile->instanceSize);
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actor->overlayEntry = overlayEntry;
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actor->id = actorInit->id;
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actor->flags = actorInit->flags;
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actor->id = profile->id;
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actor->flags = profile->flags;
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if (actorInit->id == ACTOR_EN_PART) {
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if (profile->id == ACTOR_EN_PART) {
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actor->objectSlot = rotZ;
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rotZ = 0;
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} else {
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actor->objectSlot = objectSlot;
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}
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actor->init = actorInit->init;
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actor->destroy = actorInit->destroy;
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actor->update = actorInit->update;
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actor->draw = actorInit->draw;
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actor->init = profile->init;
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actor->destroy = profile->destroy;
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actor->update = profile->update;
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actor->draw = profile->draw;
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if (parent != NULL) {
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actor->room = parent->room;
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@ -3394,7 +3394,7 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1
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actor->halfDaysBits = HALFDAYBIT_ALL;
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}
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Actor_AddToCategory(actorCtx, actor, actorInit->type);
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Actor_AddToCategory(actorCtx, actor, profile->type);
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{
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uintptr_t prevSeg = gSegments[0x06];
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@ -2,11 +2,11 @@
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#include "fault.h"
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// Segment and InitVars declarations (also used in the table below)
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// Segment and Profile declarations (also used in the table below)
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#define DEFINE_ACTOR(name, _enumValue, _allocType, _debugName) \
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extern struct ActorInit name##_InitVars; \
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extern struct ActorProfile name##_Profile; \
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DECLARE_OVERLAY_SEGMENT(name)
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#define DEFINE_ACTOR_INTERNAL(name, _enumValue, _allocType, _debugName) extern struct ActorInit name##_InitVars;
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#define DEFINE_ACTOR_INTERNAL(name, _enumValue, _allocType, _debugName) extern struct ActorProfile name##_Profile;
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#define DEFINE_ACTOR_UNSET(_enumValue)
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#include "tables/actor_table.h"
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@ -22,15 +22,15 @@
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SEGMENT_START(ovl_##name), \
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SEGMENT_END(ovl_##name), \
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NULL, \
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&name##_InitVars, \
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&name##_Profile, \
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NULL, \
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allocType, \
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0, \
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},
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#define DEFINE_ACTOR_INTERNAL(name, _enumValue, allocType, _debugName) \
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{ \
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ROM_FILE_UNSET, NULL, NULL, NULL, &name##_InitVars, NULL, allocType, 0, \
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#define DEFINE_ACTOR_INTERNAL(name, _enumValue, allocType, _debugName) \
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{ \
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ROM_FILE_UNSET, NULL, NULL, NULL, &name##_Profile, NULL, allocType, 0, \
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},
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#define DEFINE_ACTOR_UNSET(_enumValue) { 0 },
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@ -171,7 +171,7 @@ void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initData) {
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s32 index;
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u32 overlaySize;
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EffectSsOverlay* overlayEntry = &gParticleOverlayTable[type];
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EffectSsInit* initInfo;
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EffectSsProfile* profile;
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if (EffectSS_FindFreeSpace(priority, &index) != 0) {
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// Abort because we couldn't find a suitable slot to add this effect in
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@ -182,7 +182,7 @@ void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initData) {
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overlaySize = (uintptr_t)overlayEntry->vramEnd - (uintptr_t)overlayEntry->vramStart;
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if (overlayEntry->vramStart == NULL) {
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initInfo = overlayEntry->initInfo;
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profile = overlayEntry->profile;
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} else {
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if (overlayEntry->loadedRamAddr == NULL) {
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overlayEntry->loadedRamAddr = ZeldaArena_MallocR(overlaySize);
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@ -195,21 +195,21 @@ void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initData) {
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overlayEntry->vramEnd, overlayEntry->loadedRamAddr);
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}
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initInfo = (void*)(uintptr_t)((overlayEntry->initInfo != NULL)
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? (void*)((uintptr_t)overlayEntry->initInfo -
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(intptr_t)((uintptr_t)overlayEntry->vramStart -
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(uintptr_t)overlayEntry->loadedRamAddr))
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: NULL);
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profile = (void*)(uintptr_t)((overlayEntry->profile != NULL)
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? (void*)((uintptr_t)overlayEntry->profile -
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(intptr_t)((uintptr_t)overlayEntry->vramStart -
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(uintptr_t)overlayEntry->loadedRamAddr))
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: NULL);
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}
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if (initInfo->init != NULL) {
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if (profile->init != NULL) {
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// Delete the previous effect in the slot, in case the slot wasn't free
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EffectSS_Delete(&sEffectSsInfo.dataTable[index]);
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sEffectSsInfo.dataTable[index].type = type;
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sEffectSsInfo.dataTable[index].priority = priority;
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if (initInfo->init(play, index, &sEffectSsInfo.dataTable[index], initData) == 0) {
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if (profile->init(play, index, &sEffectSsInfo.dataTable[index], initData) == 0) {
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EffectSS_ResetEntry(&sEffectSsInfo.dataTable[index]);
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}
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}
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@ -1,9 +1,9 @@
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#include "z64effect_ss.h"
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#include "segment_symbols.h"
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// Init Vars and linker symbol declarations (used in the table below)
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// Profile and linker symbol declarations (used in the table below)
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#define DEFINE_EFFECT_SS(name, _enumValue) \
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extern EffectSsInit name##_InitVars; \
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extern EffectSsProfile name##_Profile; \
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DECLARE_OVERLAY_SEGMENT(name)
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#define DEFINE_EFFECT_SS_UNSET(_enumValue)
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#undef DEFINE_EFFECT_SS
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#undef DEFINE_EFFECT_SS_UNSET
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#define DEFINE_EFFECT_SS(name, _enumValue) \
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{ \
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ROM_FILE(ovl_##name), SEGMENT_START(ovl_##name), SEGMENT_END(ovl_##name), NULL, &name##_InitVars, 1, \
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#define DEFINE_EFFECT_SS(name, _enumValue) \
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{ \
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ROM_FILE(ovl_##name), SEGMENT_START(ovl_##name), SEGMENT_END(ovl_##name), NULL, &name##_Profile, 1, \
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},
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#define DEFINE_EFFECT_SS_UNSET(_enumValue) { 0 },
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@ -13,7 +13,7 @@ void EnAObj_Draw(Actor* thisx, PlayState* play);
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void EnAObj_Idle(EnAObj* this, PlayState* play);
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void EnAObj_Talk(EnAObj* this, PlayState* play);
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ActorInit En_A_Obj_InitVars = {
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ActorProfile En_A_Obj_Profile = {
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/**/ ACTOR_EN_A_OBJ,
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/**/ ACTORCAT_PROP,
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/**/ FLAGS,
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@ -25,7 +25,7 @@ void EnItem00_DrawSprite(EnItem00* this, PlayState* play);
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void EnItem00_DrawHeartContainer(EnItem00* this, PlayState* play);
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void EnItem00_DrawHeartPiece(EnItem00* this, PlayState* play);
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ActorInit En_Item00_InitVars = {
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ActorProfile En_Item00_Profile = {
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/**/ ACTOR_EN_ITEM00,
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/**/ ACTORCAT_MISC,
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/**/ FLAGS,
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@ -31,7 +31,7 @@ void TransitionCircle_SetType(void* thisx, s32 type);
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void TransitionCircle_Draw(void* thisx, Gfx** gfxp);
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s32 TransitionCircle_IsDone(void* thisx);
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TransitionInit TransitionCircle_InitVars = {
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TransitionProfile TransitionCircle_Profile = {
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TransitionCircle_Init, TransitionCircle_Destroy, TransitionCircle_Update, TransitionCircle_Draw,
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TransitionCircle_Start, TransitionCircle_SetType, TransitionCircle_SetColor, NULL,
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TransitionCircle_IsDone,
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@ -3,12 +3,12 @@
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#include "segment_symbols.h"
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#include "z64lib.h"
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// InitVars and Linker symbol declarations (used in the table below)
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// Profile and Linker symbol declarations (used in the table below)
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#define DEFINE_TRANSITION(_enumValue, structName, _instanceName, name) \
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extern TransitionInit structName##_InitVars; \
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extern TransitionProfile structName##_Profile; \
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DECLARE_OVERLAY_SEGMENT(name)
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#define DEFINE_TRANSITION_INTERNAL(_enumValue, structName, _instanceName) extern TransitionInit structName##_InitVars;
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#define DEFINE_TRANSITION_INTERNAL(_enumValue, structName, _instanceName) extern TransitionProfile structName##_Profile;
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#include "tables/transition_table.h"
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@ -21,12 +21,12 @@
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SEGMENT_START(ovl_##name), \
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SEGMENT_END(ovl_##name), \
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ROM_FILE(ovl_##name), \
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&structName##_InitVars, \
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&structName##_Profile, \
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sizeof(structName), \
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},
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#define DEFINE_TRANSITION_INTERNAL(_enumValue, structName, _instanceName) \
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{ { 0, 0 }, NULL, NULL, 0, 0, &structName##_InitVars, sizeof(structName) },
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{ { 0, 0 }, NULL, NULL, 0, 0, &structName##_Profile, sizeof(structName) },
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TransitionOverlay gTransitionOverlayTable[] = {
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#include "tables/transition_table.h"
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@ -38,25 +38,25 @@ TransitionOverlay gTransitionOverlayTable[] = {
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void Transition_Init(TransitionContext* transitionCtx) {
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TransitionOverlay* overlayEntry;
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ptrdiff_t relocOffset;
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TransitionInit* initInfo[1];
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TransitionProfile* profile[1];
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overlayEntry = &gTransitionOverlayTable[transitionCtx->fbdemoType];
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TransitionOverlay_Load(overlayEntry);
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relocOffset = (uintptr_t)Lib_PhysicalToVirtual(overlayEntry->loadInfo.addr) - (uintptr_t)overlayEntry->vramStart;
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initInfo[0] = NULL;
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initInfo[0] = (overlayEntry->initInfo != NULL) ? (TransitionInit*)((uintptr_t)overlayEntry->initInfo + relocOffset)
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: initInfo[0];
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profile[0] = NULL;
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profile[0] = (overlayEntry->profile != NULL) ? (TransitionProfile*)((uintptr_t)overlayEntry->profile + relocOffset)
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: profile[0];
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transitionCtx->init = initInfo[0]->init;
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transitionCtx->destroy = initInfo[0]->destroy;
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transitionCtx->start = initInfo[0]->start;
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transitionCtx->isDone = initInfo[0]->isDone;
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transitionCtx->draw = initInfo[0]->draw;
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transitionCtx->update = initInfo[0]->update;
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transitionCtx->setType = initInfo[0]->setType;
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transitionCtx->setColor = initInfo[0]->setColor;
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transitionCtx->setEnvColor = initInfo[0]->setEnvColor;
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transitionCtx->init = profile[0]->init;
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transitionCtx->destroy = profile[0]->destroy;
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transitionCtx->start = profile[0]->start;
|
||||
transitionCtx->isDone = profile[0]->isDone;
|
||||
transitionCtx->draw = profile[0]->draw;
|
||||
transitionCtx->update = profile[0]->update;
|
||||
transitionCtx->setType = profile[0]->setType;
|
||||
transitionCtx->setColor = profile[0]->setColor;
|
||||
transitionCtx->setEnvColor = profile[0]->setEnvColor;
|
||||
}
|
||||
|
||||
void Transition_Destroy(TransitionContext* transitionCtx) {
|
||||
|
|
|
@ -30,7 +30,7 @@ static Gfx sTransFadeSetupDL[] = {
|
|||
gsSPEndDisplayList(),
|
||||
};
|
||||
|
||||
TransitionInit TransitionFade_InitVars = {
|
||||
TransitionProfile TransitionFade_Profile = {
|
||||
TransitionFade_Init, TransitionFade_Destroy, TransitionFade_Update, TransitionFade_Draw,
|
||||
TransitionFade_Start, TransitionFade_SetType, TransitionFade_SetColor, NULL,
|
||||
TransitionFade_IsDone,
|
||||
|
|
|
@ -10,7 +10,7 @@ ActorFunc sPlayerCallDestroyFunc;
|
|||
ActorFunc sPlayerCallUpdateFunc;
|
||||
ActorFunc sPlayerCallDrawFunc;
|
||||
|
||||
ActorInit Player_InitVars = {
|
||||
ActorProfile Player_Profile = {
|
||||
/**/ ACTOR_PLAYER,
|
||||
/**/ ACTORCAT_PLAYER,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -393,11 +393,11 @@ void func_8012301C(Actor* thisx, PlayState* play2) {
|
|||
if (this->av1.actionVar1 == 2) {
|
||||
s16 objectId = gPlayerFormObjectIds[GET_PLAYER_FORM];
|
||||
|
||||
gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId = objectId;
|
||||
gActorOverlayTable[ACTOR_PLAYER].profile->objectId = objectId;
|
||||
func_8012F73C(&play->objectCtx, this->actor.objectSlot, objectId);
|
||||
this->actor.objectSlot = Object_GetSlot(&play->objectCtx, GAMEPLAY_KEEP);
|
||||
} else if (this->av1.actionVar1 >= 3) {
|
||||
s32 objectSlot = Object_GetSlot(&play->objectCtx, gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId);
|
||||
s32 objectSlot = Object_GetSlot(&play->objectCtx, gActorOverlayTable[ACTOR_PLAYER].profile->objectId);
|
||||
|
||||
if (Object_IsLoaded(&play->objectCtx, objectSlot)) {
|
||||
this->actor.objectSlot = objectSlot;
|
||||
|
|
|
@ -175,7 +175,7 @@ void Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) {
|
|||
play->objectCtx.numEntries = loadedCount;
|
||||
play->objectCtx.numPersistentEntries = loadedCount;
|
||||
playerObjectId = gPlayerFormObjectIds[GET_PLAYER_FORM];
|
||||
gActorOverlayTable[0].initInfo->objectId = playerObjectId;
|
||||
gActorOverlayTable[ACTOR_PLAYER].profile->objectId = playerObjectId;
|
||||
Object_SpawnPersistent(&play->objectCtx, playerObjectId);
|
||||
|
||||
play->objectCtx.slots[play->objectCtx.numEntries].segment = objectPtr;
|
||||
|
|
|
@ -20,7 +20,7 @@ void ArmsHook_Draw(Actor* thisx, PlayState* play);
|
|||
void ArmsHook_Wait(ArmsHook* this, PlayState* play);
|
||||
void ArmsHook_Shoot(ArmsHook* this, PlayState* play);
|
||||
|
||||
ActorInit Arms_Hook_InitVars = {
|
||||
ActorProfile Arms_Hook_Profile = {
|
||||
/**/ ACTOR_ARMS_HOOK,
|
||||
/**/ ACTORCAT_ITEMACTION,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -21,7 +21,7 @@ void FireArrow_Fly(ArrowFire* this, PlayState* play);
|
|||
|
||||
#include "assets/overlays/ovl_Arrow_Fire/ovl_Arrow_Fire.c"
|
||||
|
||||
ActorInit Arrow_Fire_InitVars = {
|
||||
ActorProfile Arrow_Fire_Profile = {
|
||||
/**/ ACTOR_ARROW_FIRE,
|
||||
/**/ ACTORCAT_ITEMACTION,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -23,7 +23,7 @@ void ArrowIce_Fly(ArrowIce* this, PlayState* play);
|
|||
|
||||
static s32 sBssPad;
|
||||
|
||||
ActorInit Arrow_Ice_InitVars = {
|
||||
ActorProfile Arrow_Ice_Profile = {
|
||||
/**/ ACTOR_ARROW_ICE,
|
||||
/**/ ACTORCAT_ITEMACTION,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -21,7 +21,7 @@ void ArrowLight_Fly(ArrowLight* this, PlayState* play);
|
|||
|
||||
#include "assets/overlays/ovl_Arrow_Light/ovl_Arrow_Light.c"
|
||||
|
||||
ActorInit Arrow_Light_InitVars = {
|
||||
ActorProfile Arrow_Light_Profile = {
|
||||
/**/ ACTOR_ARROW_LIGHT,
|
||||
/**/ ACTORCAT_ITEMACTION,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -23,7 +23,7 @@ void func_80C0A418(BgAstrBombwall* this, PlayState* play);
|
|||
void func_80C0A458(BgAstrBombwall* this, PlayState* play);
|
||||
void func_80C0A4BC(BgAstrBombwall* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Astr_Bombwall_InitVars = {
|
||||
ActorProfile Bg_Astr_Bombwall_Profile = {
|
||||
/**/ ACTOR_BG_ASTR_BOMBWALL,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -18,7 +18,7 @@ void BgBotihasira_Draw(Actor* thisx, PlayState* play);
|
|||
|
||||
void BgBotihasira_DoNothing(BgBotihasira* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Botihasira_InitVars = {
|
||||
ActorProfile Bg_Botihasira_Profile = {
|
||||
/**/ ACTOR_BG_BOTIHASIRA,
|
||||
/**/ ACTORCAT_ITEMACTION,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -45,7 +45,7 @@ void func_808B7B54(Actor* thisx, PlayState* play);
|
|||
void func_808B7D34(Actor* thisx, PlayState* play);
|
||||
void BgBreakwall_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Breakwall_InitVars = {
|
||||
ActorProfile Bg_Breakwall_Profile = {
|
||||
/**/ ACTOR_BG_BREAKWALL,
|
||||
/**/ ACTORCAT_ITEMACTION,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -41,7 +41,7 @@ typedef enum {
|
|||
|
||||
u8 sIsLoaded[32];
|
||||
|
||||
ActorInit Bg_Crace_Movebg_InitVars = {
|
||||
ActorProfile Bg_Crace_Movebg_Profile = {
|
||||
/**/ ACTOR_BG_CRACE_MOVEBG,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -19,7 +19,7 @@ void BgCtowerGear_Draw(Actor* thisx, PlayState* play);
|
|||
void BgCtowerGear_UpdateOrgan(Actor* thisx, PlayState* play);
|
||||
void BgCtowerGear_DrawOrgan(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Ctower_Gear_InitVars = {
|
||||
ActorProfile Bg_Ctower_Gear_Profile = {
|
||||
/**/ ACTOR_BG_CTOWER_GEAR,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -21,7 +21,7 @@ void BgCtowerRot_DoorDoNothing(BgCtowerRot* this, PlayState* play);
|
|||
void BgCtowerRot_DoorIdle(BgCtowerRot* this, PlayState* play);
|
||||
void BgCtowerRot_SetupDoorClose(BgCtowerRot* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Ctower_Rot_InitVars = {
|
||||
ActorProfile Bg_Ctower_Rot_Profile = {
|
||||
/**/ ACTOR_BG_CTOWER_ROT,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -29,7 +29,7 @@ void func_80AF72F8(BgDanpeiMovebg* this, PlayState* play);
|
|||
void func_80AF7354(BgDanpeiMovebg* this, PlayState* play);
|
||||
void func_80AF746C(BgDanpeiMovebg* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Danpei_Movebg_InitVars = {
|
||||
ActorProfile Bg_Danpei_Movebg_Profile = {
|
||||
/**/ ACTOR_BG_DANPEI_MOVEBG,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -29,7 +29,7 @@ void func_80B83758(Actor* thisx, PlayState* play);
|
|||
AnimatedMaterial* D_80B83C70;
|
||||
AnimatedMaterial* D_80B83C74;
|
||||
|
||||
ActorInit Bg_Dblue_Balance_InitVars = {
|
||||
ActorProfile Bg_Dblue_Balance_Profile = {
|
||||
/**/ ACTOR_BG_DBLUE_BALANCE,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -28,7 +28,7 @@ void BgDblueElevator_Pause(BgDblueElevator* this, PlayState* play);
|
|||
void BgDblueElevator_SetupMove(BgDblueElevator* this);
|
||||
void BgDblueElevator_Move(BgDblueElevator* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Dblue_Elevator_InitVars = {
|
||||
ActorProfile Bg_Dblue_Elevator_Profile = {
|
||||
/**/ ACTOR_BG_DBLUE_ELEVATOR,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -44,7 +44,7 @@ u8 D_80A2B870[][2] = {
|
|||
{ 0x03, 0x03 }, { 0x03, 0x05 }, { 0x03, 0x01 }, { 0x03, 0x06 }, { 0x03, 0x02 }, { 0x03, 0x04 }, { 0x03, 0x00 },
|
||||
};
|
||||
|
||||
ActorInit Bg_Dblue_Movebg_InitVars = {
|
||||
ActorProfile Bg_Dblue_Movebg_Profile = {
|
||||
/**/ ACTOR_BG_DBLUE_MOVEBG,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -25,7 +25,7 @@ void func_80B84BCC(BgDblueWaterfall* this, PlayState* play);
|
|||
void func_80B84EF0(BgDblueWaterfall* this, PlayState* play);
|
||||
void func_80B84F20(BgDblueWaterfall* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Dblue_Waterfall_InitVars = {
|
||||
ActorProfile Bg_Dblue_Waterfall_Profile = {
|
||||
/**/ ACTOR_BG_DBLUE_WATERFALL,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -24,7 +24,7 @@ void BgDkjailIvy_BeginCutscene(BgDkjailIvy* this, PlayState* play);
|
|||
void BgDkjailIvy_SetupFadeOut(BgDkjailIvy* this);
|
||||
void BgDkjailIvy_FadeOut(BgDkjailIvy* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Dkjail_Ivy_InitVars = {
|
||||
ActorProfile Bg_Dkjail_Ivy_Profile = {
|
||||
/**/ ACTOR_BG_DKJAIL_IVY,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -25,7 +25,7 @@ void BgDyYoseizo_SpawnEffect(BgDyYoseizo* this, Vec3f* initPos, Vec3f* initVeloc
|
|||
void BgDyYoseizo_UpdateEffects(BgDyYoseizo* this, PlayState* play);
|
||||
void BgDyYoseizo_DrawEffects(BgDyYoseizo* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Dy_Yoseizo_InitVars = {
|
||||
ActorProfile Bg_Dy_Yoseizo_Profile = {
|
||||
/**/ ACTOR_BG_DY_YOSEIZO,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -26,7 +26,7 @@ void func_80BC44F4(BgF40Block* this, PlayState* play);
|
|||
void func_80BC4530(BgF40Block* this, PlayState* play);
|
||||
void func_80BC457C(BgF40Block* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_F40_Block_InitVars = {
|
||||
ActorProfile Bg_F40_Block_Profile = {
|
||||
/**/ ACTOR_BG_F40_BLOCK,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -19,7 +19,7 @@ void BgF40Flift_Draw(Actor* thisx, PlayState* play);
|
|||
void func_808D75F0(BgF40Flift* this, PlayState* play);
|
||||
void func_808D7714(BgF40Flift* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_F40_Flift_InitVars = {
|
||||
ActorProfile Bg_F40_Flift_Profile = {
|
||||
/**/ ACTOR_BG_F40_FLIFT,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -24,7 +24,7 @@ void BgF40Switch_Press(BgF40Switch* this, PlayState* play);
|
|||
void BgF40Switch_WaitToPress(BgF40Switch* this, PlayState* play);
|
||||
void BgF40Switch_IdleUnpressed(BgF40Switch* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_F40_Switch_InitVars = {
|
||||
ActorProfile Bg_F40_Switch_Profile = {
|
||||
/**/ ACTOR_BG_F40_SWITCH,
|
||||
/**/ ACTORCAT_SWITCH,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -19,7 +19,7 @@ void BgF40Swlift_Draw(Actor* thisx, PlayState* play);
|
|||
static s32 sSwitchFlags[4] = { 0xFF, 0xFF, 0xFF, 0xFF };
|
||||
static s32 sHeights[4];
|
||||
|
||||
ActorInit Bg_F40_Swlift_InitVars = {
|
||||
ActorProfile Bg_F40_Swlift_Profile = {
|
||||
/**/ ACTOR_BG_F40_SWLIFT,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -21,7 +21,7 @@ void func_809AC638(BgFireWall* this, PlayState* play);
|
|||
void func_809AC68C(BgFireWall* this, PlayState* play);
|
||||
void func_809AC6C0(BgFireWall* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Fire_Wall_InitVars = {
|
||||
ActorProfile Bg_Fire_Wall_Profile = {
|
||||
/**/ ACTOR_BG_FIRE_WALL,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -16,7 +16,7 @@ void BgFuKaiten_Destroy(Actor* thisx, PlayState* play);
|
|||
void BgFuKaiten_Update(Actor* thisx, PlayState* play);
|
||||
void BgFuKaiten_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Fu_Kaiten_InitVars = {
|
||||
ActorProfile Bg_Fu_Kaiten_Profile = {
|
||||
/**/ ACTOR_BG_FU_KAITEN,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -16,7 +16,7 @@ void BgFuMizu_Destroy(Actor* thisx, PlayState* play);
|
|||
void BgFuMizu_Update(Actor* thisx, PlayState* play);
|
||||
void BgFuMizu_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Fu_Mizu_InitVars = {
|
||||
ActorProfile Bg_Fu_Mizu_Profile = {
|
||||
/**/ ACTOR_BG_FU_MIZU,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -23,7 +23,7 @@ void BgGoronOyu_UpdateWaterBoxInfo(BgGoronOyu* this, PlayState* play);
|
|||
void BgGoronOyu_SpawnEffects(BgGoronOyu* this, PlayState* play);
|
||||
void func_80B40160(BgGoronOyu* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Goron_Oyu_InitVars = {
|
||||
ActorProfile Bg_Goron_Oyu_Profile = {
|
||||
/**/ ACTOR_BG_GORON_OYU,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -24,7 +24,7 @@ void BgHakaBombwall_PlayCutscene(BgHakaBombwall* this, PlayState* play);
|
|||
void BgHakaBombwall_SetupEndCutscene(BgHakaBombwall* this);
|
||||
void BgHakaBombwall_EndCutscene(BgHakaBombwall* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Haka_Bombwall_InitVars = {
|
||||
ActorProfile Bg_Haka_Bombwall_Profile = {
|
||||
/**/ ACTOR_BG_HAKA_BOMBWALL,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -26,7 +26,7 @@ void func_80B6DD9C(BgHakaCurtain* this, PlayState* play);
|
|||
void func_80B6DEA8(BgHakaCurtain* this, PlayState* play);
|
||||
void func_80B6DE80(BgHakaCurtain* this);
|
||||
|
||||
ActorInit Bg_Haka_Curtain_InitVars = {
|
||||
ActorProfile Bg_Haka_Curtain_Profile = {
|
||||
/**/ ACTOR_BG_HAKA_CURTAIN,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -23,7 +23,7 @@ void func_80BD6768(BgHakaTomb* this, PlayState* play);
|
|||
void BgHakaTomb_SetupDoNothing(BgHakaTomb* this);
|
||||
void BgHakaTomb_DoNothing(BgHakaTomb* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Haka_Tomb_InitVars = {
|
||||
ActorProfile Bg_Haka_Tomb_Profile = {
|
||||
/**/ ACTOR_BG_HAKA_TOMB,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -26,7 +26,7 @@ void func_80ABCCE4(BgHakuginBombwall* this, PlayState* play);
|
|||
void func_80ABCD98(BgHakuginBombwall* this, PlayState* play);
|
||||
void func_80ABCE60(BgHakuginBombwall* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Hakugin_Bombwall_InitVars = {
|
||||
ActorProfile Bg_Hakugin_Bombwall_Profile = {
|
||||
/**/ ACTOR_BG_HAKUGIN_BOMBWALL,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -18,7 +18,7 @@ void BgHakuginElvpole_Draw(Actor* thisx, PlayState* play);
|
|||
|
||||
void func_80ABD92C(BgHakuginElvpole* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Hakugin_Elvpole_InitVars = {
|
||||
ActorProfile Bg_Hakugin_Elvpole_Profile = {
|
||||
/**/ ACTOR_BG_HAKUGIN_ELVPOLE,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -38,7 +38,7 @@ void func_80A9D61C(Actor* thisx, PlayState* play);
|
|||
BgHakuginPostColliders D_80A9DDC0;
|
||||
BgHakuginPostUnkStruct D_80A9E028;
|
||||
|
||||
ActorInit Bg_Hakugin_Post_InitVars = {
|
||||
ActorProfile Bg_Hakugin_Post_Profile = {
|
||||
/**/ ACTOR_BG_HAKUGIN_POST,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -39,7 +39,7 @@ void func_80B165E0(BgHakuginSwitch* this, PlayState* play);
|
|||
|
||||
u32 D_80B16AF0;
|
||||
|
||||
ActorInit Bg_Hakugin_Switch_InitVars = {
|
||||
ActorProfile Bg_Hakugin_Switch_Profile = {
|
||||
/**/ ACTOR_BG_HAKUGIN_SWITCH,
|
||||
/**/ ACTORCAT_SWITCH,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -23,7 +23,7 @@ void func_80AC4D2C(BgIcefloe* this, PlayState* play);
|
|||
void func_80AC4C34(BgIcefloe* this, PlayState* play);
|
||||
void func_80AC4CF0(BgIcefloe* this);
|
||||
|
||||
ActorInit Bg_Icefloe_InitVars = {
|
||||
ActorProfile Bg_Icefloe_Profile = {
|
||||
/**/ ACTOR_BG_ICEFLOE,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -42,7 +42,7 @@ static ColliderCylinderInit sCylinderInit = {
|
|||
{ 13, 120, 0, { 0, 0, 0 } },
|
||||
};
|
||||
|
||||
ActorInit Bg_Icicle_InitVars = {
|
||||
ActorProfile Bg_Icicle_Profile = {
|
||||
/**/ ACTOR_BG_ICICLE,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -25,7 +25,7 @@ void func_80B7F360(BgIkanaBlock* this);
|
|||
void func_80B7F398(BgIkanaBlock* this, PlayState* play);
|
||||
void func_80B7F564(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Ikana_Block_InitVars = {
|
||||
ActorProfile Bg_Ikana_Block_Profile = {
|
||||
/**/ ACTOR_BG_IKANA_BLOCK,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -25,7 +25,7 @@ void func_80BD503C(BgIkanaBombwall* this, PlayState* play);
|
|||
void func_80BD5118(BgIkanaBombwall* this);
|
||||
void func_80BD5134(BgIkanaBombwall* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Ikana_Bombwall_InitVars = {
|
||||
ActorProfile Bg_Ikana_Bombwall_Profile = {
|
||||
/**/ ACTOR_BG_IKANA_BOMBWALL,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -24,7 +24,7 @@ void BgIkanaDharma_StartCutscene(BgIkanaDharma* this, PlayState* play);
|
|||
void BgIkanaDharma_SetupWaitForCutsceneToEnd(BgIkanaDharma* this);
|
||||
void BgIkanaDharma_WaitForCutsceneToEnd(BgIkanaDharma* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Ikana_Dharma_InitVars = {
|
||||
ActorProfile Bg_Ikana_Dharma_Profile = {
|
||||
/**/ ACTOR_BG_IKANA_DHARMA,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -26,7 +26,7 @@ void BgIkanaMirror_Wait(BgIkanaMirror* this, PlayState* play);
|
|||
void BgIkanaMirror_SetupEmitLight(BgIkanaMirror* this);
|
||||
void BgIkanaMirror_EmitLight(BgIkanaMirror* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Ikana_Mirror_InitVars = {
|
||||
ActorProfile Bg_Ikana_Mirror_Profile = {
|
||||
/**/ ACTOR_BG_IKANA_MIRROR,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -21,7 +21,7 @@ void BgIkanaRay_UpdateCheckForActivation(BgIkanaRay* this, PlayState* play);
|
|||
void BgIkanaRay_SetActivated(BgIkanaRay* this);
|
||||
void BgIkanaRay_UpdateActivated(BgIkanaRay* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Ikana_Ray_InitVars = {
|
||||
ActorProfile Bg_Ikana_Ray_Profile = {
|
||||
/**/ ACTOR_BG_IKANA_RAY,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -34,7 +34,7 @@ void func_80B81BA0(Actor* thisx, PlayState* play);
|
|||
void func_80B81DAC(BgIkanaRotaryroom* this);
|
||||
void func_80B81DC8(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Ikana_Rotaryroom_InitVars = {
|
||||
ActorProfile Bg_Ikana_Rotaryroom_Profile = {
|
||||
/**/ ACTOR_BG_IKANA_ROTARYROOM,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -36,7 +36,7 @@ void func_80BD5BD8(BgIkanaShutter* this, PlayState* play);
|
|||
void BgIkanaShutter_SetupDoNothing(BgIkanaShutter* this);
|
||||
void BgIkanaShutter_DoNothing(BgIkanaShutter* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Ikana_Shutter_InitVars = {
|
||||
ActorProfile Bg_Ikana_Shutter_Profile = {
|
||||
/**/ ACTOR_BG_IKANA_SHUTTER,
|
||||
/**/ ACTORCAT_SWITCH,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -29,7 +29,7 @@ void func_80C0AD44(BgIkninSusceil* this);
|
|||
void func_80C0AD64(BgIkninSusceil* this, PlayState* play);
|
||||
void func_80C0AE5C(BgIkninSusceil* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Iknin_Susceil_InitVars = {
|
||||
ActorProfile Bg_Iknin_Susceil_Profile = {
|
||||
/**/ ACTOR_BG_IKNIN_SUSCEIL,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -18,7 +18,7 @@ void BgIkninside_Draw(Actor* thisx, PlayState* play);
|
|||
|
||||
void func_80C072D0(BgIkninside* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Ikninside_InitVars = {
|
||||
ActorProfile Bg_Ikninside_Profile = {
|
||||
/**/ ACTOR_BG_IKNINSIDE,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -27,7 +27,7 @@ void func_80BD7820(Actor* thisx, PlayState* play);
|
|||
void func_80BD78C4(Actor* thisx, PlayState* play);
|
||||
void func_80BD7538(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Iknv_Doukutu_InitVars = {
|
||||
ActorProfile Bg_Iknv_Doukutu_Profile = {
|
||||
/**/ ACTOR_BG_IKNV_DOUKUTU,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -21,7 +21,7 @@ void BgIknvObj_UpdateWaterwheel(BgIknvObj* this, PlayState* play);
|
|||
void BgIknvObj_UpdateRaisedDoor(BgIknvObj* this, PlayState* play);
|
||||
void BgIknvObj_UpdateSakonDoor(BgIknvObj* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Iknv_Obj_InitVars = {
|
||||
ActorProfile Bg_Iknv_Obj_Profile = {
|
||||
/**/ ACTOR_BG_IKNV_OBJ,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -26,7 +26,7 @@ void func_809542A0(BgIngate* this, PlayState* play);
|
|||
void func_80954340(BgIngate* this, PlayState* play);
|
||||
void func_809543D4(BgIngate* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Ingate_InitVars = {
|
||||
ActorProfile Bg_Ingate_Profile = {
|
||||
/**/ ACTOR_BG_INGATE,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -15,7 +15,7 @@ void BgInibsMovebg_Init(Actor* thisx, PlayState* play);
|
|||
void BgInibsMovebg_Destroy(Actor* thisx, PlayState* play);
|
||||
void BgInibsMovebg_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Inibs_Movebg_InitVars = {
|
||||
ActorProfile Bg_Inibs_Movebg_Profile = {
|
||||
/**/ ACTOR_BG_INIBS_MOVEBG,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -20,7 +20,7 @@ void func_80A5389C(BgKeikokuSaku* this, PlayState* play);
|
|||
void func_80A538E0(BgKeikokuSaku* this, PlayState* play);
|
||||
void func_80A53994(BgKeikokuSaku* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Keikoku_Saku_InitVars = {
|
||||
ActorProfile Bg_Keikoku_Saku_Profile = {
|
||||
/**/ ACTOR_BG_KEIKOKU_SAKU,
|
||||
/**/ ACTORCAT_ITEMACTION,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -16,7 +16,7 @@ void BgKeikokuSpr_Destroy(Actor* thisx, PlayState* play);
|
|||
void BgKeikokuSpr_Update(Actor* thisx, PlayState* play);
|
||||
void BgKeikokuSpr_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Keikoku_Spr_InitVars = {
|
||||
ActorProfile Bg_Keikoku_Spr_Profile = {
|
||||
/**/ ACTOR_BG_KEIKOKU_SPR,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -22,7 +22,7 @@ void BgKin2Bombwall_PlayCutscene(BgKin2Bombwall* this, PlayState* play);
|
|||
void BgKin2Bombwall_SetupEndCutscene(BgKin2Bombwall* this);
|
||||
void BgKin2Bombwall_EndCutscene(BgKin2Bombwall* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Kin2_Bombwall_InitVars = {
|
||||
ActorProfile Bg_Kin2_Bombwall_Profile = {
|
||||
/**/ ACTOR_BG_KIN2_BOMBWALL,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -27,7 +27,7 @@ void BgKin2Fence_RaiseFence(BgKin2Fence* this, PlayState* play);
|
|||
void BgKin2Fence_SetupDoNothing(BgKin2Fence* this);
|
||||
void BgKin2Fence_DoNothing(BgKin2Fence* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Kin2_Fence_InitVars = {
|
||||
ActorProfile Bg_Kin2_Fence_Profile = {
|
||||
/**/ ACTOR_BG_KIN2_FENCE,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -27,7 +27,7 @@ void BgKin2Picture_Fall(BgKin2Picture* this, PlayState* play);
|
|||
void BgKin2Picture_SetupDoNothing(BgKin2Picture* this);
|
||||
void BgKin2Picture_DoNothing(BgKin2Picture* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Kin2_Picture_InitVars = {
|
||||
ActorProfile Bg_Kin2_Picture_Profile = {
|
||||
/**/ ACTOR_BG_KIN2_PICTURE,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -23,7 +23,7 @@ void func_80B70230(BgKin2Shelf* this, PlayState* play);
|
|||
void func_80B70498(BgKin2Shelf* this);
|
||||
void func_80B704B4(BgKin2Shelf* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Kin2_Shelf_InitVars = {
|
||||
ActorProfile Bg_Kin2_Shelf_Profile = {
|
||||
/**/ ACTOR_BG_KIN2_SHELF,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -20,7 +20,7 @@ void BgLadder_StartCutscene(BgLadder* this, PlayState* play);
|
|||
void BgLadder_FadeIn(BgLadder* this, PlayState* play);
|
||||
void BgLadder_DoNothing(BgLadder* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Ladder_InitVars = {
|
||||
ActorProfile Bg_Ladder_Profile = {
|
||||
/**/ ACTOR_BG_LADDER,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -37,7 +37,7 @@ void func_80C18884(BgLastBwall* this, PlayState* play);
|
|||
void func_80C188C4(BgLastBwall* this, PlayState* play);
|
||||
void BgLastBwall_DoNothing(BgLastBwall* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Last_Bwall_InitVars = {
|
||||
ActorProfile Bg_Last_Bwall_Profile = {
|
||||
/**/ ACTOR_BG_LAST_BWALL,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -15,7 +15,7 @@ void BgLbfshot_Init(Actor* thisx, PlayState* play);
|
|||
void BgLbfshot_Destroy(Actor* thisx, PlayState* play);
|
||||
void BgLbfshot_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Lbfshot_InitVars = {
|
||||
ActorProfile Bg_Lbfshot_Profile = {
|
||||
/**/ ACTOR_BG_LBFSHOT,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -14,7 +14,7 @@ void func_80AD68DC(BgLotus* this, PlayState* play);
|
|||
void func_80AD6A88(BgLotus* this, PlayState* play);
|
||||
void func_80AD6B68(BgLotus* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Lotus_InitVars = {
|
||||
ActorProfile Bg_Lotus_Profile = {
|
||||
/**/ ACTOR_BG_LOTUS,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
void BgMarketStep_Init(Actor* thisx, PlayState* play);
|
||||
void BgMarketStep_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Market_Step_InitVars = {
|
||||
ActorProfile Bg_Market_Step_Profile = {
|
||||
/**/ ACTOR_BG_MARKET_STEP,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -16,7 +16,7 @@ void BgMbarChair_Destroy(Actor* thisx, PlayState* play);
|
|||
void BgMbarChair_Update(Actor* thisx, PlayState* play);
|
||||
void BgMbarChair_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Mbar_Chair_InitVars = {
|
||||
ActorProfile Bg_Mbar_Chair_Profile = {
|
||||
/**/ ACTOR_BG_MBAR_CHAIR,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -30,7 +30,7 @@ void BgNumaHana_RaiseFlower(BgNumaHana* this, PlayState* play);
|
|||
void BgNumaHana_SetupOpenedIdle(BgNumaHana* this);
|
||||
void BgNumaHana_OpenedIdle(BgNumaHana* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Numa_Hana_InitVars = {
|
||||
ActorProfile Bg_Numa_Hana_Profile = {
|
||||
/**/ ACTOR_BG_NUMA_HANA,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -27,7 +27,7 @@ typedef enum {
|
|||
/* 2 */ BGOPENSHUTTER_DOOR_CLOSED
|
||||
} BGOpenShutterDoorState;
|
||||
|
||||
ActorInit Bg_Open_Shutter_InitVars = {
|
||||
ActorProfile Bg_Open_Shutter_Profile = {
|
||||
/**/ ACTOR_BG_OPEN_SHUTTER,
|
||||
/**/ ACTORCAT_DOOR,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -16,7 +16,7 @@ void BgOpenSpot_Destroy(Actor* thisx, PlayState* play);
|
|||
void BgOpenSpot_Update(Actor* thisx, PlayState* play);
|
||||
void BgOpenSpot_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Open_Spot_InitVars = {
|
||||
ActorProfile Bg_Open_Spot_Profile = {
|
||||
/**/ ACTOR_BG_OPEN_SPOT,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -25,7 +25,7 @@ void BgSinkaiKabe_Update(Actor* thisx, PlayState* play);
|
|||
|
||||
void BgSinkaiKabe_WaitForPlayer(BgSinkaiKabe* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Sinkai_Kabe_InitVars = {
|
||||
ActorProfile Bg_Sinkai_Kabe_Profile = {
|
||||
/**/ ACTOR_BG_SINKAI_KABE,
|
||||
/**/ ACTORCAT_ITEMACTION,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -24,7 +24,7 @@ void func_809CEBC0(BgSpdweb* this, PlayState* play);
|
|||
void func_809CEE74(BgSpdweb* this);
|
||||
void func_809CEEAC(BgSpdweb* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Spdweb_InitVars = {
|
||||
ActorProfile Bg_Spdweb_Profile = {
|
||||
/**/ ACTOR_BG_SPDWEB,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -22,7 +22,7 @@ void func_80A60CDC(BgSpoutFire* this, PlayState* play);
|
|||
void func_80A60D10(BgSpoutFire* this, PlayState* play);
|
||||
void func_80A60E08(BgSpoutFire* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Spout_Fire_InitVars = {
|
||||
ActorProfile Bg_Spout_Fire_Profile = {
|
||||
/**/ ACTOR_BG_SPOUT_FIRE,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -16,7 +16,7 @@ void BgTobira01_Destroy(Actor* thisx, PlayState* play);
|
|||
void BgTobira01_Update(Actor* thisx, PlayState* play);
|
||||
void BgTobira01_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Tobira01_InitVars = {
|
||||
ActorProfile Bg_Tobira01_Profile = {
|
||||
/**/ ACTOR_BG_TOBIRA01,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -18,7 +18,7 @@ void BgUmajump_Draw(Actor* thisx, PlayState* play);
|
|||
|
||||
void func_8091A5A0(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Umajump_InitVars = {
|
||||
ActorProfile Bg_Umajump_Profile = {
|
||||
/**/ ACTOR_BG_UMAJUMP,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -636,7 +636,7 @@ static ColliderCylinderInit sBugATColliderCylinderInit = {
|
|||
{ 8, 15, 10, { 0, 0, 0 } },
|
||||
};
|
||||
|
||||
ActorInit Boss_01_InitVars = {
|
||||
ActorProfile Boss_01_Profile = {
|
||||
/**/ ACTOR_BOSS_01,
|
||||
/**/ ACTORCAT_BOSS,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -143,7 +143,7 @@ static DamageTable sRedTwinmoldDamageTable = {
|
|||
/* Powder Keg */ DMG_ENTRY(1, 0xF),
|
||||
};
|
||||
|
||||
ActorInit Boss_02_InitVars = {
|
||||
ActorProfile Boss_02_Profile = {
|
||||
/**/ ACTOR_BOSS_02,
|
||||
/**/ ACTORCAT_BOSS,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -276,7 +276,7 @@ Actor* Boss03_FindActorDblueMovebg(PlayState* play) {
|
|||
|
||||
/* Start of Gyorg's Init and actionFuncs section */
|
||||
|
||||
ActorInit Boss_03_InitVars = {
|
||||
ActorProfile Boss_03_Profile = {
|
||||
/**/ ACTOR_BOSS_03,
|
||||
/**/ ACTORCAT_BOSS,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -63,7 +63,7 @@ static DamageTable sDamageTable = {
|
|||
/* Powder Keg */ DMG_ENTRY(1, 0xF),
|
||||
};
|
||||
|
||||
ActorInit Boss_04_InitVars = {
|
||||
ActorProfile Boss_04_Profile = {
|
||||
/**/ ACTOR_BOSS_04,
|
||||
/**/ ACTORCAT_BOSS,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -329,7 +329,7 @@ static DamageTable sWalkingHeadDamageTable = {
|
|||
/* Powder Keg */ DMG_ENTRY(1, BIO_BABA_DMGEFF_DAMAGE),
|
||||
};
|
||||
|
||||
ActorInit Boss_05_InitVars = {
|
||||
ActorProfile Boss_05_Profile = {
|
||||
/**/ ACTOR_BOSS_05,
|
||||
/**/ ACTORCAT_ENEMY,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -78,7 +78,7 @@ static DamageTable sDamageTable = {
|
|||
/* Powder Keg */ DMG_ENTRY(0, BOSS06_DMGEFF_F),
|
||||
};
|
||||
|
||||
ActorInit Boss_06_InitVars = {
|
||||
ActorProfile Boss_06_Profile = {
|
||||
/**/ ACTOR_BOSS_06,
|
||||
/**/ ACTORCAT_BOSS,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -234,7 +234,7 @@ static DamageTable D_80A07A00 = {
|
|||
/* Powder Keg */ DMG_ENTRY(2, 0xB),
|
||||
};
|
||||
|
||||
ActorInit Boss_07_InitVars = {
|
||||
ActorProfile Boss_07_Profile = {
|
||||
/**/ ACTOR_BOSS_07,
|
||||
/**/ ACTORCAT_BOSS,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -101,7 +101,7 @@ typedef enum GohtShadowSize {
|
|||
/* 3 */ GOHT_SHADOW_SIZE_SMALL
|
||||
} GohtShadowSize;
|
||||
|
||||
ActorInit Boss_Hakugin_InitVars = {
|
||||
ActorProfile Boss_Hakugin_Profile = {
|
||||
/**/ ACTOR_BOSS_HAKUGIN,
|
||||
/**/ ACTORCAT_BOSS,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -24,7 +24,7 @@ void DemoEffect_ExpandLight(DemoEffect* this, PlayState* play);
|
|||
void DemoEffect_DrawTimewarp(Actor* thisx, PlayState* play);
|
||||
void DemoEffect_DrawLight(Actor* thisx, PlayState* play2);
|
||||
|
||||
ActorInit Demo_Effect_InitVars = {
|
||||
ActorProfile Demo_Effect_Profile = {
|
||||
/**/ ACTOR_DEMO_EFFECT,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -18,7 +18,7 @@ void DemoGetitem_Wait(DemoGetitem* this, PlayState* play);
|
|||
void DemoGetitem_PerformCutsceneActions(DemoGetitem* this, PlayState* play);
|
||||
void DemoGetitem_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Demo_Getitem_InitVars = {
|
||||
ActorProfile Demo_Getitem_Profile = {
|
||||
/**/ ACTOR_DEMO_GETITEM,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -22,7 +22,7 @@ void DemoKakyo_MoonSparklesActionFunc(DemoKankyo* this, PlayState* play);
|
|||
static u8 sLostWoodsSparklesMutex = false; // make sure only one can exist at once
|
||||
static s16 sLostWoodsSkyFishParticleNum = 0;
|
||||
|
||||
ActorInit Demo_Kankyo_InitVars = {
|
||||
ActorProfile Demo_Kankyo_Profile = {
|
||||
/**/ ACTOR_DEMO_KANKYO,
|
||||
/**/ ACTORCAT_ITEMACTION,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -20,7 +20,7 @@ void func_80C17B60(DemoMoonend* this, PlayState* play);
|
|||
void func_80C17C48(DemoMoonend* this, PlayState* play);
|
||||
void func_80C17FCC(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Demo_Moonend_InitVars = {
|
||||
ActorProfile Demo_Moonend_Profile = {
|
||||
/**/ ACTOR_DEMO_MOONEND,
|
||||
/**/ ACTORCAT_ITEMACTION,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -15,7 +15,7 @@ void DemoShd_Destroy(Actor* thisx, PlayState* play);
|
|||
void DemoShd_Update(Actor* thisx, PlayState* play);
|
||||
void DemoShd_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Demo_Shd_InitVars = {
|
||||
ActorProfile Demo_Shd_Profile = {
|
||||
/**/ ACTOR_DEMO_SHD,
|
||||
/**/ ACTORCAT_ENEMY,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -25,7 +25,7 @@ void func_80C17008(DemoSyoten* this, PlayState* play);
|
|||
void func_80C173B4(Actor* thisx, PlayState* play);
|
||||
void func_80C17690(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Demo_Syoten_InitVars = {
|
||||
ActorProfile Demo_Syoten_Profile = {
|
||||
/**/ ACTOR_DEMO_SYOTEN,
|
||||
/**/ ACTORCAT_ITEMACTION,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -35,7 +35,7 @@ static DemoTreLgtInfo D_808E1490[2] = {
|
|||
{ 1.0f, 136.0f, 220.0f, 50.0f },
|
||||
};
|
||||
|
||||
ActorInit Demo_Tre_Lgt_InitVars = {
|
||||
ActorProfile Demo_Tre_Lgt_Profile = {
|
||||
/**/ ACTOR_DEMO_TRE_LGT,
|
||||
/**/ ACTORCAT_ITEMACTION,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -15,7 +15,7 @@ void DmAh_Destroy(Actor* thisx, PlayState* play);
|
|||
void DmAh_Update(Actor* thisx, PlayState* play);
|
||||
void DmAh_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Dm_Ah_InitVars = {
|
||||
ActorProfile Dm_Ah_Profile = {
|
||||
/**/ ACTOR_DM_AH,
|
||||
/**/ ACTORCAT_NPC,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -15,7 +15,7 @@ void DmAl_Destroy(Actor* thisx, PlayState* play);
|
|||
void DmAl_Update(Actor* thisx, PlayState* play);
|
||||
void DmAl_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Dm_Al_InitVars = {
|
||||
ActorProfile Dm_Al_Profile = {
|
||||
/**/ ACTOR_EN_AL,
|
||||
/**/ ACTORCAT_NPC,
|
||||
/**/ FLAGS,
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue