InitVars -> Profile (#1697)

* ActorProfile

* EffectSsProfile

* TransitionProfile

* variables.txt
This commit is contained in:
Derek Hensley 2024-09-27 22:12:20 -07:00 committed by GitHub
parent b4d6c3921f
commit d0cb5d9be4
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
628 changed files with 1308 additions and 1308 deletions

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@ -30,7 +30,7 @@ typedef struct {
/* 0x2 */ Vec3s unk_2; // scale
} struct_80124618; // size = 0x8
typedef struct ActorInit {
typedef struct ActorProfile {
/* 0x00 */ s16 id;
/* 0x02 */ u8 type;
/* 0x04 */ u32 flags;
@ -40,7 +40,7 @@ typedef struct ActorInit {
/* 0x14 */ ActorFunc destroy;
/* 0x18 */ ActorFunc update;
/* 0x1C */ ActorFunc draw;
} ActorInit; // size = 0x20
} ActorProfile; // size = 0x20
typedef void (*ActorShadowFunc)(struct Actor* actor, struct Lights* mapper, struct PlayState* play);

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@ -9,7 +9,7 @@
DECLARE_OVERLAY_SEGMENT(Arrow_Fire)
#define AM_FIELD_SIZE SEGMENT_SIZE(ovl_Arrow_Fire)
struct ActorInit;
struct ActorProfile;
#define DEFINE_ACTOR(_name, enumValue, _allocType, _debugName) enumValue,
#define DEFINE_ACTOR_INTERNAL(_name, enumValue, _allocType, _debugName) enumValue,
@ -35,7 +35,7 @@ typedef struct ActorOverlay {
/* 0x08 */ void* vramStart;
/* 0x0C */ void* vramEnd;
/* 0x10 */ void* loadedRamAddr; // original name: "allocp"
/* 0x14 */ struct ActorInit* initInfo;
/* 0x14 */ struct ActorProfile* profile;
/* 0x18 */ char* name;
/* 0x1C */ u16 allocType; // bit 0: don't allocate memory, use actorContext->0x250? bit 1: Always keep loaded?
/* 0x1E */ s8 numLoaded; // original name: "clients"

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@ -33,17 +33,17 @@ typedef u32 (*EffectSsInitFunc)(struct PlayState* play, u32 index, struct Effect
typedef void(*EffectSsUpdateFunc)(struct PlayState* play, u32 index, struct EffectSs* particle);
typedef void(*EffectSsDrawFunc)(struct PlayState* play, u32 index, struct EffectSs* particle);
typedef struct EffectSsInit {
typedef struct EffectSsProfile {
/* 0x0 */ u32 type;
/* 0x4 */ EffectSsInitFunc init;
} EffectSsInit; // size = 0x8
} EffectSsProfile; // size = 0x8
typedef struct EffectSsOverlay {
/* 0x00 */ RomFile file;
/* 0x08 */ void* vramStart;
/* 0x0C */ void* vramEnd;
/* 0x10 */ void* loadedRamAddr;
/* 0x14 */ EffectSsInit* initInfo;
/* 0x14 */ EffectSsProfile* profile;
/* 0x18 */ u8 unk18; // Always 1?
} EffectSsOverlay; // size = 0x1C

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@ -51,7 +51,7 @@ typedef struct TransitionTile {
#define TC_SET_PARAMS (1 << 7)
typedef struct TransitionInit {
typedef struct TransitionProfile {
/* 0x00 */ void* (*init)(void* transition);
/* 0x04 */ void (*destroy)(void* transition);
/* 0x08 */ void (*update)(void* transition, s32 updateRate);
@ -61,7 +61,7 @@ typedef struct TransitionInit {
/* 0x18 */ void (*setColor)(void* transition, u32 color);
/* 0x1C */ void (*setEnvColor)(void* transition, u32 color);
/* 0x20 */ s32 (*isDone)(void* transition);
} TransitionInit; // size = 0x24
} TransitionProfile; // size = 0x24
typedef struct TransitionOverlay {
union {
@ -74,7 +74,7 @@ typedef struct TransitionOverlay {
/* 0x04 */ void* vramStart;
/* 0x08 */ void* vramEnd;
/* 0x0C */ RomFile file;
/* 0x14 */ TransitionInit* initInfo;
/* 0x14 */ TransitionProfile* profile;
/* 0x18 */ size_t size;
} TransitionOverlay;

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@ -3273,15 +3273,15 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
CS_ID_NONE, HALFDAYBIT_ALL, NULL);
}
ActorInit* Actor_LoadOverlay(ActorContext* actorCtx, s16 index) {
ActorProfile* Actor_LoadOverlay(ActorContext* actorCtx, s16 index) {
size_t overlaySize;
ActorOverlay* overlayEntry = &gActorOverlayTable[index];
ActorInit* actorInit;
ActorProfile* profile;
overlaySize = (uintptr_t)overlayEntry->vramEnd - (uintptr_t)overlayEntry->vramStart;
if (overlayEntry->vramStart == NULL) {
actorInit = overlayEntry->initInfo;
profile = overlayEntry->profile;
} else {
if (overlayEntry->loadedRamAddr == NULL) {
if (overlayEntry->allocType & ALLOCTYPE_ABSOLUTE) {
@ -3304,21 +3304,21 @@ ActorInit* Actor_LoadOverlay(ActorContext* actorCtx, s16 index) {
overlayEntry->numLoaded = 0;
}
actorInit = (void*)(uintptr_t)((overlayEntry->initInfo != NULL)
? (void*)((uintptr_t)overlayEntry->initInfo -
(intptr_t)((uintptr_t)overlayEntry->vramStart -
(uintptr_t)overlayEntry->loadedRamAddr))
: NULL);
profile = (void*)(uintptr_t)((overlayEntry->profile != NULL)
? (void*)((uintptr_t)overlayEntry->profile -
(intptr_t)((uintptr_t)overlayEntry->vramStart -
(uintptr_t)overlayEntry->loadedRamAddr))
: NULL);
}
return actorInit;
return profile;
}
Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s16 index, f32 x, f32 y, f32 z, s16 rotX,
s16 rotY, s16 rotZ, s32 params, u32 csId, u32 halfDaysBits, Actor* parent) {
s32 pad;
Actor* actor;
ActorInit* actorInit;
ActorProfile* profile;
s32 objectSlot;
ActorOverlay* overlayEntry;
@ -3326,20 +3326,20 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1
return NULL;
}
actorInit = Actor_LoadOverlay(actorCtx, index);
if (actorInit == NULL) {
profile = Actor_LoadOverlay(actorCtx, index);
if (profile == NULL) {
return NULL;
}
objectSlot = Object_GetSlot(&play->objectCtx, actorInit->objectId);
objectSlot = Object_GetSlot(&play->objectCtx, profile->objectId);
if ((objectSlot <= OBJECT_SLOT_NONE) ||
((actorInit->type == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num) &&
(actorInit->id != ACTOR_BOSS_05))) {
((profile->type == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num) &&
(profile->id != ACTOR_BOSS_05))) {
Actor_FreeOverlay(&gActorOverlayTable[index]);
return NULL;
}
actor = ZeldaArena_Malloc(actorInit->instanceSize);
actor = ZeldaArena_Malloc(profile->instanceSize);
if (actor == NULL) {
Actor_FreeOverlay(&gActorOverlayTable[index]);
return NULL;
@ -3350,22 +3350,22 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1
overlayEntry->numLoaded++;
}
bzero(actor, actorInit->instanceSize);
bzero(actor, profile->instanceSize);
actor->overlayEntry = overlayEntry;
actor->id = actorInit->id;
actor->flags = actorInit->flags;
actor->id = profile->id;
actor->flags = profile->flags;
if (actorInit->id == ACTOR_EN_PART) {
if (profile->id == ACTOR_EN_PART) {
actor->objectSlot = rotZ;
rotZ = 0;
} else {
actor->objectSlot = objectSlot;
}
actor->init = actorInit->init;
actor->destroy = actorInit->destroy;
actor->update = actorInit->update;
actor->draw = actorInit->draw;
actor->init = profile->init;
actor->destroy = profile->destroy;
actor->update = profile->update;
actor->draw = profile->draw;
if (parent != NULL) {
actor->room = parent->room;
@ -3394,7 +3394,7 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1
actor->halfDaysBits = HALFDAYBIT_ALL;
}
Actor_AddToCategory(actorCtx, actor, actorInit->type);
Actor_AddToCategory(actorCtx, actor, profile->type);
{
uintptr_t prevSeg = gSegments[0x06];

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@ -2,11 +2,11 @@
#include "fault.h"
// Segment and InitVars declarations (also used in the table below)
// Segment and Profile declarations (also used in the table below)
#define DEFINE_ACTOR(name, _enumValue, _allocType, _debugName) \
extern struct ActorInit name##_InitVars; \
extern struct ActorProfile name##_Profile; \
DECLARE_OVERLAY_SEGMENT(name)
#define DEFINE_ACTOR_INTERNAL(name, _enumValue, _allocType, _debugName) extern struct ActorInit name##_InitVars;
#define DEFINE_ACTOR_INTERNAL(name, _enumValue, _allocType, _debugName) extern struct ActorProfile name##_Profile;
#define DEFINE_ACTOR_UNSET(_enumValue)
#include "tables/actor_table.h"
@ -22,15 +22,15 @@
SEGMENT_START(ovl_##name), \
SEGMENT_END(ovl_##name), \
NULL, \
&name##_InitVars, \
&name##_Profile, \
NULL, \
allocType, \
0, \
},
#define DEFINE_ACTOR_INTERNAL(name, _enumValue, allocType, _debugName) \
{ \
ROM_FILE_UNSET, NULL, NULL, NULL, &name##_InitVars, NULL, allocType, 0, \
#define DEFINE_ACTOR_INTERNAL(name, _enumValue, allocType, _debugName) \
{ \
ROM_FILE_UNSET, NULL, NULL, NULL, &name##_Profile, NULL, allocType, 0, \
},
#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) {
s32 index;
u32 overlaySize;
EffectSsOverlay* overlayEntry = &gParticleOverlayTable[type];
EffectSsInit* initInfo;
EffectSsProfile* profile;
if (EffectSS_FindFreeSpace(priority, &index) != 0) {
// Abort because we couldn't find a suitable slot to add this effect in
@ -182,7 +182,7 @@ void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initData) {
overlaySize = (uintptr_t)overlayEntry->vramEnd - (uintptr_t)overlayEntry->vramStart;
if (overlayEntry->vramStart == NULL) {
initInfo = overlayEntry->initInfo;
profile = overlayEntry->profile;
} else {
if (overlayEntry->loadedRamAddr == NULL) {
overlayEntry->loadedRamAddr = ZeldaArena_MallocR(overlaySize);
@ -195,21 +195,21 @@ void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initData) {
overlayEntry->vramEnd, overlayEntry->loadedRamAddr);
}
initInfo = (void*)(uintptr_t)((overlayEntry->initInfo != NULL)
? (void*)((uintptr_t)overlayEntry->initInfo -
(intptr_t)((uintptr_t)overlayEntry->vramStart -
(uintptr_t)overlayEntry->loadedRamAddr))
: NULL);
profile = (void*)(uintptr_t)((overlayEntry->profile != NULL)
? (void*)((uintptr_t)overlayEntry->profile -
(intptr_t)((uintptr_t)overlayEntry->vramStart -
(uintptr_t)overlayEntry->loadedRamAddr))
: NULL);
}
if (initInfo->init != NULL) {
if (profile->init != NULL) {
// Delete the previous effect in the slot, in case the slot wasn't free
EffectSS_Delete(&sEffectSsInfo.dataTable[index]);
sEffectSsInfo.dataTable[index].type = type;
sEffectSsInfo.dataTable[index].priority = priority;
if (initInfo->init(play, index, &sEffectSsInfo.dataTable[index], initData) == 0) {
if (profile->init(play, index, &sEffectSsInfo.dataTable[index], initData) == 0) {
EffectSS_ResetEntry(&sEffectSsInfo.dataTable[index]);
}
}

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@ -1,9 +1,9 @@
#include "z64effect_ss.h"
#include "segment_symbols.h"
// Init Vars and linker symbol declarations (used in the table below)
// Profile and linker symbol declarations (used in the table below)
#define DEFINE_EFFECT_SS(name, _enumValue) \
extern EffectSsInit name##_InitVars; \
extern EffectSsProfile name##_Profile; \
DECLARE_OVERLAY_SEGMENT(name)
#define DEFINE_EFFECT_SS_UNSET(_enumValue)
@ -13,9 +13,9 @@
#undef DEFINE_EFFECT_SS
#undef DEFINE_EFFECT_SS_UNSET
#define DEFINE_EFFECT_SS(name, _enumValue) \
{ \
ROM_FILE(ovl_##name), SEGMENT_START(ovl_##name), SEGMENT_END(ovl_##name), NULL, &name##_InitVars, 1, \
#define DEFINE_EFFECT_SS(name, _enumValue) \
{ \
ROM_FILE(ovl_##name), SEGMENT_START(ovl_##name), SEGMENT_END(ovl_##name), NULL, &name##_Profile, 1, \
},
#define DEFINE_EFFECT_SS_UNSET(_enumValue) { 0 },

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@ -13,7 +13,7 @@ void EnAObj_Draw(Actor* thisx, PlayState* play);
void EnAObj_Idle(EnAObj* this, PlayState* play);
void EnAObj_Talk(EnAObj* this, PlayState* play);
ActorInit En_A_Obj_InitVars = {
ActorProfile En_A_Obj_Profile = {
/**/ ACTOR_EN_A_OBJ,
/**/ ACTORCAT_PROP,
/**/ FLAGS,

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@ -25,7 +25,7 @@ void EnItem00_DrawSprite(EnItem00* this, PlayState* play);
void EnItem00_DrawHeartContainer(EnItem00* this, PlayState* play);
void EnItem00_DrawHeartPiece(EnItem00* this, PlayState* play);
ActorInit En_Item00_InitVars = {
ActorProfile En_Item00_Profile = {
/**/ ACTOR_EN_ITEM00,
/**/ ACTORCAT_MISC,
/**/ FLAGS,

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@ -31,7 +31,7 @@ void TransitionCircle_SetType(void* thisx, s32 type);
void TransitionCircle_Draw(void* thisx, Gfx** gfxp);
s32 TransitionCircle_IsDone(void* thisx);
TransitionInit TransitionCircle_InitVars = {
TransitionProfile TransitionCircle_Profile = {
TransitionCircle_Init, TransitionCircle_Destroy, TransitionCircle_Update, TransitionCircle_Draw,
TransitionCircle_Start, TransitionCircle_SetType, TransitionCircle_SetColor, NULL,
TransitionCircle_IsDone,

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@ -3,12 +3,12 @@
#include "segment_symbols.h"
#include "z64lib.h"
// InitVars and Linker symbol declarations (used in the table below)
// Profile and Linker symbol declarations (used in the table below)
#define DEFINE_TRANSITION(_enumValue, structName, _instanceName, name) \
extern TransitionInit structName##_InitVars; \
extern TransitionProfile structName##_Profile; \
DECLARE_OVERLAY_SEGMENT(name)
#define DEFINE_TRANSITION_INTERNAL(_enumValue, structName, _instanceName) extern TransitionInit structName##_InitVars;
#define DEFINE_TRANSITION_INTERNAL(_enumValue, structName, _instanceName) extern TransitionProfile structName##_Profile;
#include "tables/transition_table.h"
@ -21,12 +21,12 @@
SEGMENT_START(ovl_##name), \
SEGMENT_END(ovl_##name), \
ROM_FILE(ovl_##name), \
&structName##_InitVars, \
&structName##_Profile, \
sizeof(structName), \
},
#define DEFINE_TRANSITION_INTERNAL(_enumValue, structName, _instanceName) \
{ { 0, 0 }, NULL, NULL, 0, 0, &structName##_InitVars, sizeof(structName) },
{ { 0, 0 }, NULL, NULL, 0, 0, &structName##_Profile, sizeof(structName) },
TransitionOverlay gTransitionOverlayTable[] = {
#include "tables/transition_table.h"
@ -38,25 +38,25 @@ TransitionOverlay gTransitionOverlayTable[] = {
void Transition_Init(TransitionContext* transitionCtx) {
TransitionOverlay* overlayEntry;
ptrdiff_t relocOffset;
TransitionInit* initInfo[1];
TransitionProfile* profile[1];
overlayEntry = &gTransitionOverlayTable[transitionCtx->fbdemoType];
TransitionOverlay_Load(overlayEntry);
relocOffset = (uintptr_t)Lib_PhysicalToVirtual(overlayEntry->loadInfo.addr) - (uintptr_t)overlayEntry->vramStart;
initInfo[0] = NULL;
initInfo[0] = (overlayEntry->initInfo != NULL) ? (TransitionInit*)((uintptr_t)overlayEntry->initInfo + relocOffset)
: initInfo[0];
profile[0] = NULL;
profile[0] = (overlayEntry->profile != NULL) ? (TransitionProfile*)((uintptr_t)overlayEntry->profile + relocOffset)
: profile[0];
transitionCtx->init = initInfo[0]->init;
transitionCtx->destroy = initInfo[0]->destroy;
transitionCtx->start = initInfo[0]->start;
transitionCtx->isDone = initInfo[0]->isDone;
transitionCtx->draw = initInfo[0]->draw;
transitionCtx->update = initInfo[0]->update;
transitionCtx->setType = initInfo[0]->setType;
transitionCtx->setColor = initInfo[0]->setColor;
transitionCtx->setEnvColor = initInfo[0]->setEnvColor;
transitionCtx->init = profile[0]->init;
transitionCtx->destroy = profile[0]->destroy;
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) {

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@ -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,

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@ -10,7 +10,7 @@ ActorFunc sPlayerCallDestroyFunc;
ActorFunc sPlayerCallUpdateFunc;
ActorFunc sPlayerCallDrawFunc;
ActorInit Player_InitVars = {
ActorProfile Player_Profile = {
/**/ ACTOR_PLAYER,
/**/ ACTORCAT_PLAYER,
/**/ FLAGS,

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@ -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;

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@ -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;

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

View File

@ -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,

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