mirror of https://github.com/zeldaret/tmc.git
554 lines
17 KiB
C
554 lines
17 KiB
C
// clang-format off
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#ifndef ENTITY_H
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#define ENTITY_H
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#include "global.h"
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#include "color.h"
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#include "sprite.h"
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#define MAX_ENTITIES 71
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/** Kinds of Entity's supported by the game. */
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typedef enum {
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PLAYER = 1, /**< There is only one id assigned to the Player kind.
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* The player Entity shares much of its code with LTTP GBA, however the game only supports
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* one player Entity active at a time, assigned to the global #gPlayerEntity.
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* Works next to PlayerState to control player behavior.
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*/
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ENEMY = 3, /**< Can give and take damage in relation to the player.
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* Most enemies call the a set of external helper functions which calculate what behavior to execute.
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*/
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PROJECTILE = 4, /**< May damage the player. They are typically spawned by enemies.
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*/
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OBJECT = 6, /**< Encapsulates any sort of prop. Generally they cannot be interacted with directly,
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* but they may react to a player action or script event.
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*/
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NPC = 7, /**< May be interacted with by the player. Almost every NPC is assigned a script.
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* NPCs have three entry points: one for the head, one for the body, and one for kinstone fusion.
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*/
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PLAYER_ITEM = 8, /**< Displays sprites for items outside of the inventory (check).
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*/
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MANAGER = 9, /**< Utility Entity's that serve as a proxy between gameplay and the engine.
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* Examples: drawing clouds, ezlo hints, playing cutscenes.
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* Updates independently of other entities, and does not add to maximum entity count.
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*/
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} EntityKind;
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/** Entity flags. */
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typedef enum {
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ENT_DID_INIT = 0x1, /**< Graphics and other data loaded. */
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ENT_SCRIPTED = 0x2, /**< Execute in a scripted environment. */
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ENT_DELETED = 0x10, /**< Queue deletion next frame. */
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ENT_PERSIST = 0x20, /**< Persist between rooms. */
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ENT_COLLIDE = 0x80, /**< Collide with other Entity's. */
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} EntityFlags;
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/** Priority level to determine what events will block an Entity from updating. */
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typedef enum {
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PRIO_MIN, /**< Default priority. */
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PRIO_PLAYER, /**< Default priority for player. */
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PRIO_MESSAGE, /**< Do not block during message. */
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PRIO_NO_BLOCK, /**< Do not block during entity requested priority. @see RequestPriority */
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PRIO_4, /**< Unused. */
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PRIO_5, /**< Unused. */
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PRIO_PLAYER_EVENT, /**< Do not block during special player event. */
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PRIO_HIGHEST, /**< Do not block EVER. */
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} Priority;
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/** Animation state. */
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typedef enum {
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IdleNorth = 0x0, /**< Idle facing north. */
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IdleEast = 0x2, /**< Idle facing east. */
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IdleSouth = 0x4, /**< Idle facing south. */
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IdleWest = 0x6, /**< Idle facing west. */
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} AnimationState;
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/** Direction. */
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typedef enum {
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DirectionNorth = 0x00, /**< North. */
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DirectionNorthEast = 0x04, /**< North East. */
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DirectionEast = 0x08, /**< East. */
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DirectionSouthEast = 0x0c, /**< South East. */
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DirectionSouth = 0x10, /**< South. */
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DirectionSouthWest = 0x14, /**< South West. */
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DirectionWest = 0x18, /**< West. */
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DirectionNorthWest = 0x1c, /**< North West. */
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} Direction;
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typedef struct {
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void* entity1;
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void* entity2;
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u8 filler[14];
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} UnkStruct;
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/**
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* Hitbox structure.
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*/
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typedef struct {
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s8 offset_x;
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s8 offset_y;
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u8 unk2[4];
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u8 width;
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u8 height;
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} Hitbox;
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/**
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* Hitbox structure supporting depth.
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*/
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typedef struct {
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s8 offset_x;
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s8 offset_y;
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u8 unknown[4];
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u8 width;
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u8 height;
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u8 depth;
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u8 unknown2[3];
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} Hitbox3D;
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typedef struct {
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u8 b0 : 3; // 1-4 /**< set to is 4 in entity init (default/lowest?)
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u8 b1 : 3; // 8
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u8 b2 : 1; // 0x40
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u8 b3 : 1; // 0x80
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} PACKED SpritePriority;
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#define GENERIC_ENTITY_FIELDS \
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/*0x68*/ union SplitHWord field_0x68; \
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/*0x6a*/ union SplitHWord field_0x6a; \
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/*0x6c*/ union SplitHWord field_0x6c; \
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/*0x6e*/ union SplitHWord field_0x6e; \
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/*0x70*/ union SplitWord field_0x70; \
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/*0x74*/ union SplitHWord field_0x74; \
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/*0x76*/ union SplitHWord field_0x76; \
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/*0x78*/ union SplitHWord field_0x78; \
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/*0x7a*/ union SplitHWord field_0x7a; \
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/*0x7c*/ union SplitWord field_0x7c; \
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/*0x80*/ union SplitHWord field_0x80; \
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/*0x82*/ union SplitHWord field_0x82; \
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/*0x84*/ union SplitHWord cutsceneBeh; \
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/*0x86*/ union SplitHWord field_0x86;
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/**
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* Container for instantiable behavior.
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*/
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typedef struct Entity_ {
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/*0x00*/ struct Entity_* prev; /**< previous Entity */
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/*0x04*/ struct Entity_* next; /**< next Entity */
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/*0x08*/ u8 kind; /**< @see EntityKind */
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/*0x09*/ u8 id; /**< Entity id. */
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/*0x0a*/ u8 type; /**< For use internally to allow different variations. */
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/*0x0b*/ u8 type2; /**< For use internally. */
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/*0x0c*/ u8 action; /**< Current action. Usually used to index a function table. */
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/*0x0d*/ u8 subAction; /**< Optional sub-action. */
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/*0x0e*/ u8 timer; /**< General purpose timer. */
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/*0x0f*/ u8 subtimer; /**< General purpose timer. */
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/*0x10*/ u8 flags; /**< @see EntityFlags */
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/*0x11*/ u8 updatePriority : 4; /**< Current priority. @see Priority */
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/* */ u8 updatePriorityPrev : 4; /**< Priority to restore after request is over. @see RequestPriority. */
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/*0x12*/ s16 spriteIndex;
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/*0x14*/ u8 animationState; /**< Animation state. @see AnimationState */
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/*0x15*/ u8 direction; /**< Facing direction. @see Direction */
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/*0x16*/ u8 carryFlags; /**< Flags for carrying this Entity. */
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/*0x17*/ u8 followerFlag; /**< Controls collisions between followers, unused. */
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/*0x18*/ struct SpriteSettings {
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/* */ u32 draw : 2; /**< Draw type. 0 = disabled, 1 = clip to screen, 3 = draw always */ /* 0x2 */
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/* */ u32 ss2 : 1; /* 4 */
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/* */ u32 ss3 : 1; /* 8 */
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/* */ u32 shadow : 2; /* 0x10-0x20 */
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/* */ u32 flipX : 1; /**< Flip sprite horizontally. */ /* 0x40 */
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/* */ u32 flipY : 1; /**< Flip sprite vertically. */ /* 0x80 */
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/* */ } PACKED spriteSettings;
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/*0x19*/ struct SpriteRendering {
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/* */ u32 b0 : 2; /* 1-2 */
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/* */ u32 alphaBlend : 2; /* 4-8 */
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/* */ u32 b2 : 2; /* 0x10 */
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/* */ u32 b3 : 2; /* 0x40 */
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/* */ } PACKED spriteRendering;
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/*0x1a*/ union Palette {
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/* */ u8 raw;
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/* */ struct PaletteB {
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/* */ u8 b0 : 4;
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/* */ u8 b4 : 4;
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/* */ } PACKED b;
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/* */ } PACKED palette;
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/*0x1b*/ struct SpriteOrientation {
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/* */ u32 b0 : 1; /* 1 */
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/* */ u32 b1 : 5; /* 0x2-0x10 */
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/* */ u32 flipY : 2; /* 0x20-0x40 */
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/* */ } PACKED spriteOrientation;
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/*0x1c*/ u8 gustJarFlags; /**< Controls sfx and other things */
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/*0x1d*/ u8 gustJarTolerance; /**< Frames needed to pull off ground. */
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/*0x1e*/ u8 frameIndex;
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/*0x1f*/ u8 lastFrameIndex;
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/*0x20*/ s32 zVelocity; /**< Z axis speed, measured in px/frame */
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/*0x24*/ s16 speed; /**< Magnitude of speed. */
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/*0x26*/ u8 spriteAnimation[3];
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/*0x29*/ SpritePriority spritePriority;
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/*0x2a*/ u16 collisions; /**< Collision flags for each direction. */
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/*0x2c*/ union SplitWord x; /**< X position, fixed point Q16.16. */
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/*0x30*/ union SplitWord y; /**< Y position, fixed point Q16.16. */
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/*0x34*/ union SplitWord z; /**< Z position, fixed point Q16.16. */
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/*0x38*/ u8 collisionLayer; /**< Collision layer. */
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/*0x39*/ s8 interactType;
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/*0x3a*/ u8 gustJarState; /**< 4: grabbed by GustJar */
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/*0x3b*/ u8 flags2; /**< Debug visualization related? */
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/*0x3c*/ u8 collisionFlags; /**< Controls collision modes. */
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/*0x3d*/ s8 iframes; /**< Invulnerability frames. */
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/*0x3e*/ u8 knockbackDirection; /**< Direction of knockback. */
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/*0x3f*/ u8 hitType; /**< Behavior as a collision sender. */
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/*0x40*/ u8 hurtType; /**< Behavior as a collision receiver. */
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/*0x41*/ u8 contactFlags; /**< Information about collision contact. */
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/*0x42*/ u8 knockbackDuration; /**< Duration of knockback. */
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/*0x43*/ u8 confusedTime; /**< Frames that this Entity is confused. */
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/*0x44*/ u8 damage; /**< Damage this Entity inflicts. */
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/*0x45*/ u8 health; /**< Health of this Entity. */
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/*0x46*/ u16 knockbackSpeed; /**< How fast this Entity is knocked back. */
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/*0x48*/ Hitbox* hitbox; /**< Hitbox associated with this Entity. */
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/*0x4c*/ struct Entity_* contactedEntity;
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/*0x50*/ struct Entity_* parent; /**< Parent Entity. Sometimes points to associated data. */
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/*0x54*/ struct Entity_* child; /**< Child Entity. Sometimes points to associated data. */
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/*0x58*/ u8 animIndex;
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/*0x59*/ u8 frameDuration;
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/*0x5a*/ u8 frame;
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/*0x5b*/ u8 frameSpriteSettings;
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/*0x5c*/ void* animPtr;
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/*0x60*/ u16 spriteVramOffset;
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/*0x62*/ u8 spriteOffsetX;
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/*0x63*/ s8 spriteOffsetY;
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/*0x64*/ void* myHeap; /**< Heap data allocated with #zMalloc. */
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#ifndef NENT_DEPRECATED
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GENERIC_ENTITY_FIELDS
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#endif
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} Entity;
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typedef struct {
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GENERIC_ENTITY_FIELDS
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} GenericEntityData;
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typedef struct {
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/*0x00*/ Entity base;
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GENERIC_ENTITY_FIELDS
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} GenericEntity;
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/**
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* Entity linked list structure.
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*/
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typedef struct LinkedList {
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Entity* last;
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Entity* first;
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} LinkedList;
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typedef void(EntityAction)(Entity*);
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typedef void (*EntityActionPtr)(Entity*);
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typedef void (*const* EntityActionArray)(Entity*);
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/**
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* Draw an Entity.
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*
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* @param entity Entity to be drawn.
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*/
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void DrawEntity(Entity* entity);
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void InitializeAnimation(Entity* entity, u32 animIndex);
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void InitAnimationForceUpdate(Entity* entity, u32 animIndex);
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void UpdateAnimationSingleFrame(Entity* entity);
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void UpdateSpriteForCollisionLayer(Entity* entity);
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void GetNextFrame(Entity* entity);
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u32 LoadExtraSpriteData(Entity* entity, const SpriteLoadData* spriteData);
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void SetExtraSpriteFrame(Entity*, u32, u32);
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void SetSpriteSubEntryOffsetData1(Entity*, u32, u32);
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void SetSpriteSubEntryOffsetData2(Entity*, u32, u32);
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u8* GetSpriteSubEntryOffsetDataPointer(u32, u32);
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bool32 SetAffineInfo(Entity*, u32, u32, u32);
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/**
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* Return the direction pointing from one Entity to another.
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*
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* @param origin Entity to orient.
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* @param target Entity to look at.
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* @return Direction facing target.
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*/
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u32 GetFacingDirection(Entity* origin, Entity* target);
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bool32 ProcessMovement0(Entity*);
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/// @{
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/**
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* Allocate a new Entity.
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*
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* @return Allocated Entity or NULL if failed.
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*/
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Entity* GetEmptyEntity(void);
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Entity* CreateEnemy(u32 id, u32 type);
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Entity* CreateNPC(u32 id, u32 type, u32 type2);
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Entity* CreateObject(u32 id, u32 type, u32 type2);
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Entity* CreateObjectWithParent(Entity* parent, u32 id, u32 type, u32 type2);
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Entity* CreateItemGetEntity(void);
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Entity* CreateFx(Entity* parent, u32 type, u32 type2);
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/// @}
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/**
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* Iteratively execute every Entity. Call once per frame.
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*/
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void UpdateEntities(void);
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/**
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* Iteratively execute every Manager. Call once per frame.
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*/
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void UpdateManagers(void);
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/**
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* Delete a manager.
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*
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* @param manager Manager to delete.
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*/
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void DeleteManager(void* manager);
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/**
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* Delete Manager or Entity.
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*
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* @param entity Entity or Manager to be deleted.
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*/
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void DeleteEntityAny(Entity* entity);
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/**
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* Erase all Entity's.
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*/
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void EraseAllEntities(void);
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/**
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* Delete the Entity currently in execution.
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*
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* @see UpdateContext
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*/
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void DeleteThisEntity(void);
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/**
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* Delete an Entity.
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*
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* @param entity Entity to delete.
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*/
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void DeleteEntity(Entity* entity);
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/**
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* Add an Entity to the end of a LinkedList.
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*
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* @param entity Entity to add.
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* @param listIndex Target LinkedList.
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*/
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void AppendEntityToList(Entity* entity, u32 listIndex);
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/**
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* Add an Entity to the start of a LinkedList.
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*
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* @param entity Entity to add.
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* @param listIndex Target LinkedList.
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*/
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void PrependEntityToList(Entity* entity, u32 listIndex);
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/**
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* Find an Entity for a given kind and id, and LinkedList.
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*
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* @return Entity* First result or NULL if none found.
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*/
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Entity* FindEntityByID(u32 kind, u32 id, u32 listIndex);
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/**
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* Search all lists for an Entity of same kind and id.
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*
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* @return Entity* First result or NULL if none found.
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*/
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Entity* DeepFindEntityByID(u32 kind, u32 id);
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/**
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* Search all lists for Entity of same kind and id.
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*
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* @return bool32 Duplicate was found.
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*/
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bool32 EntityHasDuplicateID(Entity* entity);
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/**
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* Find an Entity of same kind and id in LinkedList.
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*
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* @return Entity* First result or NULL if none found.
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*/
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Entity* FindNextDuplicateID(Entity* entity, int listIndex);
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/**
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* Find an Entity with full identifiers.
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*
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* @return Entity* First result or NULL if none found.
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*/
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Entity* FindEntity(u32 kind, u32 id, u32 listIndex, u32 type, u32 type2);
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/**
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* Set the default priority for entity.
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*
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* @param entity Entity to set the priority of.
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* @param prio #Priority level.
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*/
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void SetDefaultPriority(Entity* entity, u32 prio);
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/**
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* Check if entity will be deleted next frame.
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*/
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bool32 EntityIsDeleted(Entity* entity);
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/**
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* Check if system or entity is blocking updates.
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*/
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bool32 AnyPrioritySet(void);
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/**
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* Set the minimum Entity priority.
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*
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* @param prio Minimum #Priority.
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* @return Success.
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*/
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s32 SetMinPriority(u32 prio);
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/**
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* Request indefinite priority for an Entity.
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*
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* @param entity Entity requesting priority.
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*/
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void RequestPriority(Entity* entity);
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/**
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* Revoke priority from an Entity.
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*
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* @param entity Entity which requested priority.
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*/
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void RevokePriority(Entity* entity);
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/**
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* Request update priority over other Entity's for a period of time.
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*
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* @param entity Entity requesting priority.
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* @param time Number of frames.
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*/
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void RequestPriorityDuration(Entity* entity, u32 time);
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/**
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* Set the remaining frames of Entity priority.
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*
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* @param time Number of frames.
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*/
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void SetPriorityTimer(u32 time);
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/**
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* Request priority over player update.
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*
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* @param entity Entity requesting priority.
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*/
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void RequestPriorityOverPlayer(Entity* entity);
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/**
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* Revoke priority over player update.
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*
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* @param entity Entity which requested priority.
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*/
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void RevokePriorityOverPlayer(Entity* entity);
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/**
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* Reset a priority event requested by an Entity.
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*/
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void ResetEntityPriority(void);
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/**
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* Set entity and system priority to #PRIO_PLAYER_EVENT.
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*/
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void SetPlayerEventPriority(void);
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/**
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* Reset entity and system priority to defaults.
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*/
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void ResetPlayerEventPriority(void);
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/**
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* Set system priority to #PRIO_PLAYER_EVENT.
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*/
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void SetRoomReloadPriority(void);
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/**
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* Set system priority to #PRIO_HIGHEST.
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*/
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void SetInitializationPriority(void);
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/**
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* Reset the system update priority.
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*/
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void ResetSystemPriority(void);
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void sub_0805E958(void);
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/**
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* LinkedList's which point to allocate Entities.
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* These work together with Entity.prev and Entity.next fields
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* to allow the iteration of all Entity's.
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*/
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extern LinkedList gEntityLists[9];
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extern Entity gItemGetEntities[7];
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typedef struct {
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u8 unk_0;
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u8 unk_1;
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u8 count;
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u8 unk_3;
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u16 unk_4;
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u8 unk_6[2];
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Entity* unk_8;
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Entity* unk_c[0x20];
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} CarriedEntity;
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extern CarriedEntity gCarriedEntity;
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/**
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* Current number of entities.
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* @see Entity
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*/
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extern u8 gEntCount;
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/**
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* Current number of managers.
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* @see Manager
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*/
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extern u8 gManagerCount;
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#define COLLISION_OFF(entity) ((entity)->flags &= ~ENT_COLLIDE)
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#define COLLISION_ON(entity) ((entity)->flags |= ENT_COLLIDE)
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#define ANIM_DONE (1 << 7) /* invalid frame index */
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/** @name Tile Macros */ /// @{
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#define TILE(x, y) (((((x)-gRoomControls.origin_x) >> 4) & 0x3F) | ((((y)-gRoomControls.origin_y) >> 4) & 0x3F) << 6)
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#define TILE_POS(x, y) (x + (y << 6))
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#define TILE_POS_X_COMPONENT 0x3f
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#define TILE_POS_Y_COMPONENT 0xfc0
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#define COORD_TO_TILE(entity) TILE((entity)->x.HALF.HI, (entity)->y.HALF.HI)
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#define COORD_TO_TILE_OFFSET(entity, xOff, yOff) TILE((entity)->x.HALF.HI - (xOff), (entity)->y.HALF.HI - (yOff))
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/// @}
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/** @name Animation State Macros */ ///@{
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#define AnimationStateFlip90(expr) ((expr) ^ 0x2)
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#define AnimationStateFlip180(expr) ((expr) ^ 0x4)
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#define AnimationStateIdle(expr) ((expr)&0x6)
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#define AnimationStateWalk(expr) ((expr)&0xe)
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///@}
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/** @name Direction Macros */ ///@{
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#define DirectionRound(expr) ((expr)&0x18)
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#define DirectionRoundUp(expr) DirectionRound((expr) + 4)
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#define DirectionIsHorizontal(expr) ((expr) & 0x08)
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#define DirectionIsVertical(expr) ((expr) & 0x10)
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#define DirectionTurnAround(expr) ((expr) ^ 0x10)
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#define DirectionToAnimationState(expr) (DirectionRoundUp(expr) >> 3)
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#define DirectionFromAnimationState(expr) ((expr) << 3)
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#define DirectionNormalize(expr) ((expr) & 0x1f)
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#define Direction8Round(expr) ((expr) & 0x1c)
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#define Direction8RoundUp(expr) Direction8Round((expr) + 2)
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#define Direction8TurnAround(expr) (Direction8RoundUp(expr) ^ 0x10)
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#define Direction8ToAnimationState(expr) ((expr) >> 2)
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#define Direction8FromAnimationState(expr) ((expr) << 2)
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///@}
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#endif // ENTITY_H
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// clang-format on
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