mirror of
https://github.com/zeldaret/oot.git
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InitVars
-> Profile
(#2011)
* rename ActorInit * rename actorInit * rename initInfo * EffectSs Profile * _InitVars -> _Profile * format, loose ends * revert tutorial
This commit is contained in:
parent
a083a15650
commit
078e21f6c6
472 changed files with 525 additions and 521 deletions
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@ -34,7 +34,7 @@ typedef struct {
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/* 0x14 */ ActorFunc destroy; // Destructor
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/* 0x18 */ ActorFunc update; // Update Function
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/* 0x1C */ ActorFunc draw; // Draw function
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} ActorInit; // size = 0x20
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} ActorProfile; // size = 0x20
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/**
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* @see ACTOROVL_ALLOC_ABSOLUTE
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@ -90,7 +90,7 @@ typedef struct {
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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 */ ActorInit* initInfo;
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/* 0x14 */ ActorProfile* profile;
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/* 0x18 */ char* name;
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/* 0x1C */ u16 allocType; // See `ACTOROVL_ALLOC_` defines
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/* 0x1E */ s8 numLoaded; // original name: "clients"
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@ -199,14 +199,14 @@ typedef void (*EffectSsDrawFunc)(struct PlayState* play, u32 index, struct Effec
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typedef struct {
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/* 0x00 */ u32 type;
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/* 0x04 */ EffectSsInitFunc init;
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} EffectSsInit; // size = 0x08
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} EffectSsProfile; // size = 0x08
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typedef struct {
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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 unk_18;
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} EffectSsOverlay; // size = 0x1C
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@ -2834,7 +2834,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
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s16 rotY, s16 rotZ, s16 params) {
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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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uintptr_t temp;
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@ -2862,7 +2862,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
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if (overlayEntry->vramStart == NULL) {
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ACTOR_DEBUG_PRINTF("オーバーレイではありません\n"); // "Not an overlay"
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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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ACTOR_DEBUG_PRINTF("既にロードされています\n"); // "Already loaded"
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@ -2905,30 +2905,30 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
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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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objectSlot = Object_GetSlot(&play->objectCtx, actorInit->objectId);
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objectSlot = Object_GetSlot(&play->objectCtx, profile->objectId);
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if ((objectSlot < 0) ||
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((actorInit->category == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num))) {
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((profile->category == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num))) {
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// "No data bank!! <data bank=%d> (profilep->bank=%d)"
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PRINTF(VT_COL(RED, WHITE) "データバンク無し!!<データバンク=%d>(profilep->bank=%d)\n" VT_RST, objectSlot,
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actorInit->objectId);
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profile->objectId);
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Actor_FreeOverlay(overlayEntry);
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return NULL;
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}
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actor = ZELDA_ARENA_MALLOC(actorInit->instanceSize, name, 1);
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actor = ZELDA_ARENA_MALLOC(profile->instanceSize, name, 1);
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if (actor == NULL) {
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// "Actor class cannot be reserved! %s <size=%d bytes>"
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PRINTF(VT_COL(RED, WHITE) "Actorクラス確保できません! %s <サイズ=%dバイト>\n", VT_RST, name,
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actorInit->instanceSize);
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profile->instanceSize);
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Actor_FreeOverlay(overlayEntry);
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return NULL;
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}
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@ -2942,32 +2942,36 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
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// "Actor client No. %d"
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ACTOR_DEBUG_PRINTF("アクタークライアントは %d 個目です\n", overlayEntry->numLoaded);
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Lib_MemSet((u8*)actor, actorInit->instanceSize, 0);
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Lib_MemSet((u8*)actor, profile->instanceSize, 0);
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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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actor->room = play->roomCtx.curRoom.num;
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actor->home.pos.x = posX;
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actor->home.pos.y = posY;
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actor->home.pos.z = posZ;
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actor->home.rot.x = rotX;
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actor->home.rot.y = rotY;
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actor->home.rot.z = rotZ;
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actor->params = params;
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Actor_AddToCategory(actorCtx, actor, actorInit->category);
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Actor_AddToCategory(actorCtx, actor, profile->category);
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temp = gSegments[6];
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Actor_Init(actor, play);
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@ -11,9 +11,9 @@
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#undef DEFINE_ACTOR_INTERNAL
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#undef DEFINE_ACTOR_UNSET
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// Init Vars declarations (also used in the table below)
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#define DEFINE_ACTOR(name, _1, _2, _3) extern ActorInit name##_InitVars;
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#define DEFINE_ACTOR_INTERNAL(name, _1, _2, _3) extern ActorInit name##_InitVars;
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// Profile declarations (also used in the table below)
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#define DEFINE_ACTOR(name, _1, _2, _3) extern ActorProfile name##_Profile;
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#define DEFINE_ACTOR_INTERNAL(name, _1, _2, _3) extern ActorProfile name##_Profile;
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#define DEFINE_ACTOR_UNSET(_0)
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#include "tables/actor_table.h"
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@ -31,15 +31,15 @@
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_ovl_##name##SegmentStart, \
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_ovl_##name##SegmentEnd, \
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NULL, \
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&name##_InitVars, \
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&name##_Profile, \
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nameString, \
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allocType, \
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0, \
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},
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#define DEFINE_ACTOR_INTERNAL(name, _1, allocType, nameString) \
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{ \
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ROM_FILE_UNSET, NULL, NULL, NULL, &name##_InitVars, nameString, allocType, 0, \
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#define DEFINE_ACTOR_INTERNAL(name, _1, allocType, nameString) \
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{ \
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ROM_FILE_UNSET, NULL, NULL, NULL, &name##_Profile, nameString, allocType, 0, \
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},
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#else
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@ -51,15 +51,15 @@
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_ovl_##name##SegmentStart, \
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_ovl_##name##SegmentEnd, \
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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, _1, allocType, _3) \
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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, _1, allocType, _3) \
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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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#endif
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@ -88,7 +88,7 @@ void ActorOverlayTable_LogPrint(void) {
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for (i = 0, overlayEntry = &gActorOverlayTable[0]; i < (u32)gMaxActorId; i++, overlayEntry++) {
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PRINTF("%08x %08x %08x %08x %08x %08x %s\n", overlayEntry->file.vromStart, overlayEntry->file.vromEnd,
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overlayEntry->vramStart, overlayEntry->vramEnd, overlayEntry->loadedRamAddr, &overlayEntry->initInfo->id,
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overlayEntry->vramStart, overlayEntry->vramEnd, overlayEntry->loadedRamAddr, &overlayEntry->profile->id,
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overlayEntry->name != NULL ? overlayEntry->name : "?");
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}
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#endif
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@ -174,7 +174,7 @@ void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initParams) {
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s32 index;
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u32 overlaySize;
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EffectSsOverlay* overlayEntry;
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EffectSsInit* initInfo;
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EffectSsProfile* profile;
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overlayEntry = &gEffectSsOverlayTable[type];
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@ -191,7 +191,7 @@ void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initParams) {
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if (overlayEntry->vramStart == NULL) {
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// "Not an overlay"
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PRINTF("EffectSoftSprite2_makeEffect():オーバーレイではありません。\n");
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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 = ZELDA_ARENA_MALLOC_R(overlaySize, "../z_effect_soft_sprite.c", 585);
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@ -218,19 +218,19 @@ void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initParams) {
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PRINTF(VT_RST);
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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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// "Effects have already been loaded, but the constructor is NULL so the addition will not occur.
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// Please fix this. (Waste of memory) %08x %d"
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PRINTF("EffectSoftSprite2_makeEffect():すでにエフェクトはロード済みで\nすが,"
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"コンストラクターがNULLなので追加をやめます。\n直してください。(メモリーの無駄) %08x %d\n",
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initInfo, type);
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profile, type);
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return;
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}
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@ -240,7 +240,7 @@ void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initParams) {
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sEffectSsInfo.table[index].type = type;
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sEffectSsInfo.table[index].priority = priority;
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if (initInfo->init(play, index, &sEffectSsInfo.table[index], initParams) == 0) {
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if (profile->init(play, index, &sEffectSsInfo.table[index], initParams) == 0) {
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PRINTF(VT_FGCOL(GREEN));
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// "Construction failed for some reason. The constructor returned an error.
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// Ceasing effect addition."
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@ -9,8 +9,8 @@
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#undef DEFINE_EFFECT_SS
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#undef DEFINE_EFFECT_SS_UNSET
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// Init Vars declarations (also used in the table below)
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#define DEFINE_EFFECT_SS(name, _1) extern EffectSsInit name##_InitVars;
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// Profile declarations (also used in the table below)
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#define DEFINE_EFFECT_SS(name, _1) extern EffectSsProfile name##_Profile;
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#define DEFINE_EFFECT_SS_UNSET(_0)
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#include "tables/effect_ss_table.h"
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@ -19,9 +19,9 @@
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#undef DEFINE_EFFECT_SS_UNSET
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// Effect SS Overlay Table definition
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#define DEFINE_EFFECT_SS(name, _1) \
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{ \
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ROM_FILE(ovl_##name), _ovl_##name##SegmentStart, _ovl_##name##SegmentEnd, NULL, &name##_InitVars, 1, \
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#define DEFINE_EFFECT_SS(name, _1) \
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{ \
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ROM_FILE(ovl_##name), _ovl_##name##SegmentStart, _ovl_##name##SegmentEnd, NULL, &name##_Profile, 1, \
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},
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#define DEFINE_EFFECT_SS_UNSET(_0) \
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@ -20,7 +20,7 @@ void EnAObj_SetupBlockRot(EnAObj* this, s16 type);
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void EnAObj_SetupBoulderFragment(EnAObj* this, s16 type);
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void EnAObj_SetupBlock(EnAObj* this, s16 type);
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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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@ -20,7 +20,7 @@ void EnItem00_DrawCollectible(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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@ -17,7 +17,7 @@ void Player_Destroy(Actor* thisx, PlayState* play);
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void Player_Update(Actor* thisx, PlayState* play);
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void Player_Draw(Actor* thisx, PlayState* play);
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ActorInit Player_InitVars = {
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ActorProfile Player_Profile = {
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/**/ ACTOR_PLAYER,
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/**/ ACTORCAT_PLAYER,
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/**/ FLAGS,
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@ -205,7 +205,7 @@ BAD_RETURN(s32) Scene_CommandPlayerEntryList(PlayState* play, SceneCmd* cmd) {
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linkObjectId = gLinkObjectIds[((void)0, gSaveContext.save.linkAge)];
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gActorOverlayTable[playerEntry->id].initInfo->objectId = linkObjectId;
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gActorOverlayTable[playerEntry->id].profile->objectId = linkObjectId;
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Object_SpawnPersistent(&play->objectCtx, linkObjectId);
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}
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@ -11,7 +11,7 @@ void ArmsHook_Draw(Actor* thisx, PlayState* play);
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void ArmsHook_Wait(ArmsHook* this, PlayState* play);
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void ArmsHook_Shoot(ArmsHook* this, PlayState* play);
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ActorInit Arms_Hook_InitVars = {
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ActorProfile Arms_Hook_Profile = {
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/**/ ACTOR_ARMS_HOOK,
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/**/ ACTORCAT_ITEMACTION,
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/**/ FLAGS,
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@ -20,7 +20,7 @@ void ArrowFire_Hit(ArrowFire* this, PlayState* play);
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#include "assets/overlays/ovl_Arrow_Fire/ovl_Arrow_Fire.c"
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ActorInit Arrow_Fire_InitVars = {
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ActorProfile Arrow_Fire_Profile = {
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/**/ ACTOR_ARROW_FIRE,
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/**/ ACTORCAT_ITEMACTION,
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/**/ FLAGS,
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@ -21,7 +21,7 @@ void ArrowIce_Hit(ArrowIce* this, PlayState* play);
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#include "assets/overlays/ovl_Arrow_Ice/ovl_Arrow_Ice.c"
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ActorInit Arrow_Ice_InitVars = {
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ActorProfile Arrow_Ice_Profile = {
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/**/ ACTOR_ARROW_ICE,
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/**/ ACTORCAT_ITEMACTION,
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/**/ FLAGS,
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@ -21,7 +21,7 @@ void ArrowLight_Hit(ArrowLight* this, PlayState* play);
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#include "assets/overlays/ovl_Arrow_Light/ovl_Arrow_Light.c"
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ActorInit Arrow_Light_InitVars = {
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ActorProfile Arrow_Light_Profile = {
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/**/ ACTOR_ARROW_LIGHT,
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/**/ ACTORCAT_ITEMACTION,
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/**/ FLAGS,
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@ -43,7 +43,7 @@ void BgBdanObjects_WaitForTimerExpired(BgBdanObjects* this, PlayState* play);
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void BgBdanObjects_WaitForPlayerOnTop(BgBdanObjects* this, PlayState* play);
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void BgBdanObjects_FallToLowerPos(BgBdanObjects* this, PlayState* play);
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ActorInit Bg_Bdan_Objects_InitVars = {
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ActorProfile Bg_Bdan_Objects_Profile = {
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/**/ ACTOR_BG_BDAN_OBJECTS,
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/**/ ACTORCAT_BG,
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/**/ FLAGS,
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@ -42,7 +42,7 @@ void func_8086DCE8(BgBdanSwitch* this, PlayState* play);
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void func_8086DDA8(BgBdanSwitch* this);
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void func_8086DDC0(BgBdanSwitch* this, PlayState* play);
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ActorInit Bg_Bdan_Switch_InitVars = {
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ActorProfile Bg_Bdan_Switch_Profile = {
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/**/ ACTOR_BG_BDAN_SWITCH,
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/**/ ACTORCAT_SWITCH,
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/**/ FLAGS,
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@ -17,7 +17,7 @@ void BgBomGuard_Update(Actor* thisx, PlayState* play);
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void func_8086E638(BgBomGuard* this, PlayState* play);
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ActorInit Bg_Bom_Guard_InitVars = {
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ActorProfile Bg_Bom_Guard_Profile = {
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/**/ ACTOR_BG_BOM_GUARD,
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/**/ ACTORCAT_PROP,
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/**/ FLAGS,
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@ -69,7 +69,7 @@ static ColliderTrisInit sTrisInit = {
|
|||
sTrisElementsInit,
|
||||
};
|
||||
|
||||
ActorInit Bg_Bombwall_InitVars = {
|
||||
ActorProfile Bg_Bombwall_Profile = {
|
||||
/**/ ACTOR_BG_BOMBWALL,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -24,7 +24,7 @@ void BgBowlWall_FallDoEffects(BgBowlWall* this, PlayState* play);
|
|||
void BgBowlWall_FinishFall(BgBowlWall* this, PlayState* play);
|
||||
void BgBowlWall_Reset(BgBowlWall* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Bowl_Wall_InitVars = {
|
||||
ActorProfile Bg_Bowl_Wall_Profile = {
|
||||
/**/ ACTOR_BG_BOWL_WALL,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -26,7 +26,7 @@ void BgBreakwall_WaitForObject(BgBreakwall* this, PlayState* play);
|
|||
void BgBreakwall_Wait(BgBreakwall* this, PlayState* play);
|
||||
void BgBreakwall_LavaCoverMove(BgBreakwall* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Breakwall_InitVars = {
|
||||
ActorProfile Bg_Breakwall_Profile = {
|
||||
/**/ ACTOR_BG_BREAKWALL,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -17,7 +17,7 @@ void BgDdanJd_Draw(Actor* thisx, PlayState* play);
|
|||
void BgDdanJd_Idle(BgDdanJd* this, PlayState* play);
|
||||
void BgDdanJd_Move(BgDdanJd* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Ddan_Jd_InitVars = {
|
||||
ActorProfile Bg_Ddan_Jd_Profile = {
|
||||
/**/ ACTOR_BG_DDAN_JD,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -18,7 +18,7 @@ void BgDdanKd_CheckForExplosions(BgDdanKd* this, PlayState* play);
|
|||
void BgDdanKd_LowerStairs(BgDdanKd* this, PlayState* play);
|
||||
void BgDdanKd_DoNothing(BgDdanKd* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Ddan_Kd_InitVars = {
|
||||
ActorProfile Bg_Ddan_Kd_Profile = {
|
||||
/**/ ACTOR_BG_DDAN_KD,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -20,7 +20,7 @@ void BgDodoago_OpenJaw(BgDodoago* this, PlayState* play);
|
|||
void BgDodoago_DoNothing(BgDodoago* this, PlayState* play);
|
||||
void BgDodoago_LightOneEye(BgDodoago* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Dodoago_InitVars = {
|
||||
ActorProfile Bg_Dodoago_Profile = {
|
||||
/**/ ACTOR_BG_DODOAGO,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -54,7 +54,7 @@ void BgDyYoseizo_DrawEffects(BgDyYoseizo* this, PlayState* play);
|
|||
|
||||
static s32 sUnusedGetItemIds[] = { GI_FARORES_WIND, GI_NAYRUS_LOVE, GI_DINS_FIRE };
|
||||
|
||||
ActorInit Bg_Dy_Yoseizo_InitVars = {
|
||||
ActorProfile Bg_Dy_Yoseizo_Profile = {
|
||||
/**/ ACTOR_BG_DY_YOSEIZO,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -25,7 +25,7 @@ void BgGanonOtyuka_WaitToFall(BgGanonOtyuka* this, PlayState* play);
|
|||
void BgGanonOtyuka_Fall(BgGanonOtyuka* this, PlayState* play);
|
||||
void BgGanonOtyuka_DoNothing(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Ganon_Otyuka_InitVars = {
|
||||
ActorProfile Bg_Ganon_Otyuka_Profile = {
|
||||
/**/ ACTOR_BG_GANON_OTYUKA,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -20,7 +20,7 @@ void func_80878300(BgGateShutter* this, PlayState* play);
|
|||
void func_808783AC(BgGateShutter* this, PlayState* play);
|
||||
void func_808783D4(BgGateShutter* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Gate_Shutter_InitVars = {
|
||||
ActorProfile Bg_Gate_Shutter_Profile = {
|
||||
/**/ ACTOR_BG_GATE_SHUTTER,
|
||||
/**/ ACTORCAT_ITEMACTION,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -19,7 +19,7 @@ void func_808787A4(BgGjyoBridge* this, PlayState* play);
|
|||
void BgGjyoBridge_TriggerCutscene(BgGjyoBridge* this, PlayState* play);
|
||||
void BgGjyoBridge_SpawnBridge(BgGjyoBridge* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Gjyo_Bridge_InitVars = {
|
||||
ActorProfile Bg_Gjyo_Bridge_Profile = {
|
||||
/**/ ACTOR_BG_GJYO_BRIDGE,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -21,7 +21,7 @@ void BgGndDarkmeiro_UpdateBlockTimer(BgGndDarkmeiro* this, PlayState* play);
|
|||
void BgGndDarkmeiro_UpdateStaticBlock(BgGndDarkmeiro* this, PlayState* play);
|
||||
void BgGndDarkmeiro_UpdateSwitchBlock(BgGndDarkmeiro* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Gnd_Darkmeiro_InitVars = {
|
||||
ActorProfile Bg_Gnd_Darkmeiro_Profile = {
|
||||
/**/ ACTOR_BG_GND_DARKMEIRO,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -18,7 +18,7 @@ void BgGndFiremeiro_Sink(BgGndFiremeiro* this, PlayState* play);
|
|||
void BgGndFiremeiro_Shake(BgGndFiremeiro* this, PlayState* play);
|
||||
void BgGndFiremeiro_Rise(BgGndFiremeiro* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Gnd_Firemeiro_InitVars = {
|
||||
ActorProfile Bg_Gnd_Firemeiro_Profile = {
|
||||
/**/ ACTOR_BG_GND_FIREMEIRO,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -23,7 +23,7 @@ void BgGndIceblock_Draw(Actor* thisx, PlayState* play);
|
|||
void BgGndIceblock_Idle(BgGndIceblock* this, PlayState* play);
|
||||
void BgGndIceblock_Slide(BgGndIceblock* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Gnd_Iceblock_InitVars = {
|
||||
ActorProfile Bg_Gnd_Iceblock_Profile = {
|
||||
/**/ ACTOR_BG_GND_ICEBLOCK,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -14,7 +14,7 @@ void BgGndNisekabe_Destroy(Actor* thisx, PlayState* play);
|
|||
void BgGndNisekabe_Update(Actor* thisx, PlayState* play);
|
||||
void BgGndNisekabe_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Gnd_Nisekabe_InitVars = {
|
||||
ActorProfile Bg_Gnd_Nisekabe_Profile = {
|
||||
/**/ ACTOR_BG_GND_NISEKABE,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -19,7 +19,7 @@ void func_8087AF38(BgGndSoulmeiro* this, PlayState* play);
|
|||
void func_8087B284(BgGndSoulmeiro* this, PlayState* play);
|
||||
void func_8087B350(BgGndSoulmeiro* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Gnd_Soulmeiro_InitVars = {
|
||||
ActorProfile Bg_Gnd_Soulmeiro_Profile = {
|
||||
/**/ ACTOR_BG_GND_SOULMEIRO,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -20,7 +20,7 @@ void func_8087B938(BgHaka* this, PlayState* play);
|
|||
void func_8087BAAC(BgHaka* this, PlayState* play);
|
||||
void func_8087BAE4(BgHaka* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Haka_InitVars = {
|
||||
ActorProfile Bg_Haka_Profile = {
|
||||
/**/ ACTOR_BG_HAKA,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -52,7 +52,7 @@ static f32 sStatueDistToPlayer = 0;
|
|||
|
||||
static s16 sStatueRotY;
|
||||
|
||||
ActorInit Bg_Haka_Gate_InitVars = {
|
||||
ActorProfile Bg_Haka_Gate_Profile = {
|
||||
/**/ ACTOR_BG_HAKA_GATE,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -24,7 +24,7 @@ void BgHakaHuta_SlideOpen(BgHakaHuta* this, PlayState* play);
|
|||
void func_8087D720(BgHakaHuta* this, PlayState* play);
|
||||
void BgHakaHuta_DoNothing(BgHakaHuta* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Haka_Huta_InitVars = {
|
||||
ActorProfile Bg_Haka_Huta_Profile = {
|
||||
/**/ ACTOR_BG_HAKA_HUTA,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -19,7 +19,7 @@ void func_8087DB24(BgHakaMegane* this, PlayState* play);
|
|||
void func_8087DBF0(BgHakaMegane* this, PlayState* play);
|
||||
void BgHakaMegane_DoNothing(BgHakaMegane* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Haka_Megane_InitVars = {
|
||||
ActorProfile Bg_Haka_Megane_Profile = {
|
||||
/**/ ACTOR_BG_HAKA_MEGANE,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -23,7 +23,7 @@ void func_8087E288(BgHakaMeganeBG* this, PlayState* play);
|
|||
void func_8087E2D8(BgHakaMeganeBG* this, PlayState* play);
|
||||
void func_8087E34C(BgHakaMeganeBG* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Haka_MeganeBG_InitVars = {
|
||||
ActorProfile Bg_Haka_MeganeBG_Profile = {
|
||||
/**/ ACTOR_BG_HAKA_MEGANEBG,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -26,7 +26,7 @@ void BgHakaSgami_Draw(Actor* thisx, PlayState* play);
|
|||
void BgHakaSgami_SetupSpin(BgHakaSgami* this, PlayState* play);
|
||||
void BgHakaSgami_Spin(BgHakaSgami* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Haka_Sgami_InitVars = {
|
||||
ActorProfile Bg_Haka_Sgami_Profile = {
|
||||
/**/ ACTOR_BG_HAKA_SGAMI,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -21,7 +21,7 @@ void BgHakaShip_SetupCrash(BgHakaShip* this, PlayState* play);
|
|||
void BgHakaShip_CrashShake(BgHakaShip* this, PlayState* play);
|
||||
void BgHakaShip_CrashFall(BgHakaShip* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Haka_Ship_InitVars = {
|
||||
ActorProfile Bg_Haka_Ship_Profile = {
|
||||
/**/ ACTOR_BG_HAKA_SHIP,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -29,7 +29,7 @@ void func_80880D68(BgHakaTrap* this);
|
|||
|
||||
static UNK_TYPE D_80880F30 = 0;
|
||||
|
||||
ActorInit Bg_Haka_Trap_InitVars = {
|
||||
ActorProfile Bg_Haka_Trap_Profile = {
|
||||
/**/ ACTOR_BG_HAKA_TRAP,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -18,7 +18,7 @@ void BgHakaTubo_Draw(Actor* thisx, PlayState* play);
|
|||
void BgHakaTubo_Idle(BgHakaTubo* this, PlayState* play);
|
||||
void BgHakaTubo_DropCollectible(BgHakaTubo* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Haka_Tubo_InitVars = {
|
||||
ActorProfile Bg_Haka_Tubo_Profile = {
|
||||
/**/ ACTOR_BG_HAKA_TUBO,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -18,7 +18,7 @@ void BgHakaWater_LowerWater(BgHakaWater* this, PlayState* play);
|
|||
void BgHakaWater_Wait(BgHakaWater* this, PlayState* play);
|
||||
void BgHakaWater_ChangeWaterLevel(BgHakaWater* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Haka_Water_InitVars = {
|
||||
ActorProfile Bg_Haka_Water_Profile = {
|
||||
/**/ ACTOR_BG_HAKA_WATER,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -54,7 +54,7 @@ static ColliderCylinderInit sCylinderInit = {
|
|||
|
||||
static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
ActorInit Bg_Haka_Zou_InitVars = {
|
||||
ActorProfile Bg_Haka_Zou_Profile = {
|
||||
/**/ ACTOR_BG_HAKA_ZOU,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -27,7 +27,7 @@ void BgHeavyBlock_Fly(BgHeavyBlock* this, PlayState* play);
|
|||
void BgHeavyBlock_Land(BgHeavyBlock* this, PlayState* play);
|
||||
void BgHeavyBlock_DoNothing(BgHeavyBlock* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Heavy_Block_InitVars = {
|
||||
ActorProfile Bg_Heavy_Block_Profile = {
|
||||
/**/ ACTOR_BG_HEAVY_BLOCK,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -53,7 +53,7 @@ static CollisionCheckInfoInit sCcInfoInit = { 1, 80, 100, MASS_IMMOVABLE };
|
|||
|
||||
static BgHidanCurtainParams sHCParams[] = { { 81, 144, 0.090f, 144.0f, 5.0f }, { 46, 88, 0.055f, 88.0f, 3.0f } };
|
||||
|
||||
ActorInit Bg_Hidan_Curtain_InitVars = {
|
||||
ActorProfile Bg_Hidan_Curtain_Profile = {
|
||||
/**/ ACTOR_BG_HIDAN_CURTAIN,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -17,7 +17,7 @@ void BgHidanDalm_Draw(Actor* thisx, PlayState* play);
|
|||
void BgHidanDalm_Wait(BgHidanDalm* this, PlayState* play);
|
||||
void BgHidanDalm_Shrink(BgHidanDalm* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Hidan_Dalm_InitVars = {
|
||||
ActorProfile Bg_Hidan_Dalm_Profile = {
|
||||
/**/ ACTOR_BG_HIDAN_DALM,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -21,7 +21,7 @@ void BgHidanFirewall_Erupt(BgHidanFirewall* this, PlayState* play);
|
|||
void BgHidanFirewall_Collide(BgHidanFirewall* this, PlayState* play);
|
||||
void BgHidanFirewall_ColliderFollowPlayer(BgHidanFirewall* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Hidan_Firewall_InitVars = {
|
||||
ActorProfile Bg_Hidan_Firewall_Profile = {
|
||||
/**/ ACTOR_BG_HIDAN_FIREWALL,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -18,7 +18,7 @@ void BgHidanFslift_Idle(BgHidanFslift* this, PlayState* play);
|
|||
void BgHidanFslift_Descend(BgHidanFslift* this, PlayState* play);
|
||||
void BgHidanFslift_Ascend(BgHidanFslift* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Hidan_Fslift_InitVars = {
|
||||
ActorProfile Bg_Hidan_Fslift_Profile = {
|
||||
/**/ ACTOR_BG_HIDAN_FSLIFT,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -31,7 +31,7 @@ void BgHidanFwbig_WaitForTimer(BgHidanFwbig* this, PlayState* play);
|
|||
void BgHidanFwbig_WaitForPlayer(BgHidanFwbig* this, PlayState* play);
|
||||
void BgHidanFwbig_Move(BgHidanFwbig* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Hidan_Fwbig_InitVars = {
|
||||
ActorProfile Bg_Hidan_Fwbig_Profile = {
|
||||
/**/ ACTOR_BG_HIDAN_FWBIG,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -63,7 +63,7 @@ static ColliderTrisInit sTrisInit = {
|
|||
sTrisElementsInit,
|
||||
};
|
||||
|
||||
ActorInit Bg_Hidan_Hamstep_InitVars = {
|
||||
ActorProfile Bg_Hidan_Hamstep_Profile = {
|
||||
/**/ ACTOR_BG_HIDAN_HAMSTEP,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -18,7 +18,7 @@ void func_8088960C(BgHidanHrock* this, PlayState* play);
|
|||
void func_808896B8(BgHidanHrock* this, PlayState* play);
|
||||
void func_808894A4(BgHidanHrock* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Hidan_Hrock_InitVars = {
|
||||
ActorProfile Bg_Hidan_Hrock_Profile = {
|
||||
/**/ ACTOR_BG_HIDAN_HROCK,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -23,7 +23,7 @@ void func_80889D28(BgHidanKousi* this, PlayState* play);
|
|||
|
||||
static f32 D_80889E40[] = { 120.0f, 150.0f, 150.0f };
|
||||
|
||||
ActorInit Bg_Hidan_Kousi_InitVars = {
|
||||
ActorProfile Bg_Hidan_Kousi_Profile = {
|
||||
/**/ ACTOR_BG_HIDAN_KOUSI,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -22,7 +22,7 @@ void BgHidanKowarerukabe_Destroy(Actor* thisx, PlayState* play);
|
|||
void BgHidanKowarerukabe_Update(Actor* thisx, PlayState* play);
|
||||
void BgHidanKowarerukabe_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Hidan_Kowarerukabe_InitVars = {
|
||||
ActorProfile Bg_Hidan_Kowarerukabe_Profile = {
|
||||
/**/ ACTOR_BG_HIDAN_KOWARERUKABE,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -29,7 +29,7 @@ void func_8088BC40(PlayState* play, BgHidanRock* this);
|
|||
|
||||
static Vec3f D_8088BF60 = { 3310.0f, 120.0f, 0.0f };
|
||||
|
||||
ActorInit Bg_Hidan_Rock_InitVars = {
|
||||
ActorProfile Bg_Hidan_Rock_Profile = {
|
||||
/**/ ACTOR_BG_HIDAN_ROCK,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -14,7 +14,7 @@ void BgHidanRsekizou_Destroy(Actor* thisx, PlayState* play);
|
|||
void BgHidanRsekizou_Update(Actor* thisx, PlayState* play);
|
||||
void BgHidanRsekizou_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Hidan_Rsekizou_InitVars = {
|
||||
ActorProfile Bg_Hidan_Rsekizou_Profile = {
|
||||
/**/ ACTOR_BG_HIDAN_RSEKIZOU,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -17,7 +17,7 @@ void BgHidanSekizou_Draw(Actor* thisx, PlayState* play2);
|
|||
void func_8088D434(BgHidanSekizou* this, PlayState* play);
|
||||
void func_8088D720(BgHidanSekizou* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Hidan_Sekizou_InitVars = {
|
||||
ActorProfile Bg_Hidan_Sekizou_Profile = {
|
||||
/**/ ACTOR_BG_HIDAN_SEKIZOU,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -21,7 +21,7 @@ void func_8088E760(BgHidanSima* this, PlayState* play);
|
|||
void func_8088E7A8(BgHidanSima* this, PlayState* play);
|
||||
void func_8088E90C(BgHidanSima* this);
|
||||
|
||||
ActorInit Bg_Hidan_Sima_InitVars = {
|
||||
ActorProfile Bg_Hidan_Sima_Profile = {
|
||||
/**/ ACTOR_BG_HIDAN_SIMA,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -18,7 +18,7 @@ void func_8088F4B8(BgHidanSyoku* this, PlayState* play);
|
|||
void func_8088F514(BgHidanSyoku* this, PlayState* play);
|
||||
void func_8088F62C(BgHidanSyoku* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Hidan_Syoku_InitVars = {
|
||||
ActorProfile Bg_Hidan_Syoku_Profile = {
|
||||
/**/ ACTOR_BG_HIDAN_SYOKU,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -23,7 +23,7 @@ static Color_RGBA8 sWhite = { 250, 250, 250, 255 };
|
|||
static Color_RGBA8 sGray = { 180, 180, 180, 255 };
|
||||
static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
ActorInit Bg_Ice_Objects_InitVars = {
|
||||
ActorProfile Bg_Ice_Objects_Profile = {
|
||||
/**/ ACTOR_BG_ICE_OBJECTS,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -23,7 +23,7 @@ void BgIceShelter_SetupMelt(BgIceShelter* this);
|
|||
void BgIceShelter_Idle(BgIceShelter* this, PlayState* play);
|
||||
void BgIceShelter_Melt(BgIceShelter* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Ice_Shelter_InitVars = {
|
||||
ActorProfile Bg_Ice_Shelter_Profile = {
|
||||
/**/ ACTOR_BG_ICE_SHELTER,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -18,7 +18,7 @@ void func_80891CF4(BgIceShutter* this, PlayState* play);
|
|||
void func_80891D6C(BgIceShutter* this, PlayState* play);
|
||||
void func_80891DD4(BgIceShutter* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Ice_Shutter_InitVars = {
|
||||
ActorProfile Bg_Ice_Shutter_Profile = {
|
||||
/**/ ACTOR_BG_ICE_SHUTTER,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -40,7 +40,7 @@ static ColliderCylinderInit sCylinderInit = {
|
|||
{ 13, 120, 0, { 0, 0, 0 } },
|
||||
};
|
||||
|
||||
ActorInit Bg_Ice_Turara_InitVars = {
|
||||
ActorProfile Bg_Ice_Turara_Profile = {
|
||||
/**/ ACTOR_BG_ICE_TURARA,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -17,7 +17,7 @@ void BgInGate_Draw(Actor* thisx, PlayState* play);
|
|||
void func_80892890(BgInGate* this, PlayState* play);
|
||||
void BgInGate_DoNothing(BgInGate* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Ingate_InitVars = {
|
||||
ActorProfile Bg_Ingate_Profile = {
|
||||
/**/ ACTOR_BG_INGATE,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -25,7 +25,7 @@ void BgJya1flift_DelayMove(BgJya1flift* this, PlayState* play);
|
|||
|
||||
static u8 sIsSpawned = false;
|
||||
|
||||
ActorInit Bg_Jya_1flift_InitVars = {
|
||||
ActorProfile Bg_Jya_1flift_Profile = {
|
||||
/**/ ACTOR_BG_JYA_1FLIFT,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -23,7 +23,7 @@ void func_808934C0(BgJyaAmishutter* this);
|
|||
void func_808934FC(BgJyaAmishutter* this);
|
||||
void func_8089350C(BgJyaAmishutter* this);
|
||||
|
||||
ActorInit Bg_Jya_Amishutter_InitVars = {
|
||||
ActorProfile Bg_Jya_Amishutter_Profile = {
|
||||
/**/ ACTOR_BG_JYA_AMISHUTTER,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -16,7 +16,7 @@ void BgJyaBigmirror_Draw(Actor* thisx, PlayState* play);
|
|||
|
||||
static u8 sIsSpawned = false;
|
||||
|
||||
ActorInit Bg_Jya_Bigmirror_InitVars = {
|
||||
ActorProfile Bg_Jya_Bigmirror_Profile = {
|
||||
/**/ ACTOR_BG_JYA_BIGMIRROR,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -14,7 +14,7 @@ void BgJyaBlock_Destroy(Actor* thisx, PlayState* play);
|
|||
void BgJyaBlock_Update(Actor* thisx, PlayState* play);
|
||||
void BgJyaBlock_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Jya_Block_InitVars = {
|
||||
ActorProfile Bg_Jya_Block_Profile = {
|
||||
/**/ ACTOR_BG_JYA_BLOCK,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -14,7 +14,7 @@ void func_808949B8(BgJyaBombchuiwa* this, PlayState* play);
|
|||
void BgJyaBombchuiwa_CleanUpAfterExplosion(BgJyaBombchuiwa* this, PlayState* play);
|
||||
void BgJyaBombchuiwa_SpawnLightRay(BgJyaBombchuiwa* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Jya_Bombchuiwa_InitVars = {
|
||||
ActorProfile Bg_Jya_Bombchuiwa_Profile = {
|
||||
/**/ ACTOR_BG_JYA_BOMBCHUIWA,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -16,7 +16,7 @@ void BgJyaBombiwa_Destroy(Actor* thisx, PlayState* play);
|
|||
void BgJyaBombiwa_Update(Actor* thisx, PlayState* play);
|
||||
void BgJyaBombiwa_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Jya_Bombiwa_InitVars = {
|
||||
ActorProfile Bg_Jya_Bombiwa_Profile = {
|
||||
/**/ ACTOR_BG_JYA_BOMBIWA,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -18,7 +18,7 @@ void func_80896ABC(BgJyaCobra* this, PlayState* play);
|
|||
|
||||
#include "assets/overlays/ovl_Bg_Jya_Cobra/ovl_Bg_Jya_Cobra.c"
|
||||
|
||||
ActorInit Bg_Jya_Cobra_InitVars = {
|
||||
ActorProfile Bg_Jya_Cobra_Profile = {
|
||||
/**/ ACTOR_BG_JYA_COBRA,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -23,7 +23,7 @@ void BgJyaGoroiwa_SetupMove(BgJyaGoroiwa* this);
|
|||
void BgJyaGoroiwa_UpdateRotation(BgJyaGoroiwa* this);
|
||||
void BgJyaGoroiwa_UpdateCollider(BgJyaGoroiwa* this);
|
||||
|
||||
ActorInit Bg_Jya_Goroiwa_InitVars = {
|
||||
ActorProfile Bg_Jya_Goroiwa_Profile = {
|
||||
/**/ ACTOR_BG_JYA_GOROIWA,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -22,7 +22,7 @@ void BgJyaHaheniron_PillarCrumble(BgJyaHaheniron* this, PlayState* play);
|
|||
void BgJyaHaheniron_SetupRubbleCollide(BgJyaHaheniron* this);
|
||||
void BgJyaHaheniron_RubbleCollide(BgJyaHaheniron* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Jya_Haheniron_InitVars = {
|
||||
ActorProfile Bg_Jya_Haheniron_Profile = {
|
||||
/**/ ACTOR_BG_JYA_HAHENIRON,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -24,7 +24,7 @@ void BgJyaIronobj_SpawnThroneParticles(BgJyaIronobj* this, PlayState* play, EnIk
|
|||
|
||||
static int sUnused = 0;
|
||||
|
||||
ActorInit Bg_Jya_Ironobj_InitVars = {
|
||||
ActorProfile Bg_Jya_Ironobj_Profile = {
|
||||
/**/ ACTOR_BG_JYA_IRONOBJ,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -21,7 +21,7 @@ void func_8089993C(BgJyaKanaami* this);
|
|||
void func_80899950(BgJyaKanaami* this, PlayState* play);
|
||||
void func_80899A08(BgJyaKanaami* this);
|
||||
|
||||
ActorInit Bg_Jya_Kanaami_InitVars = {
|
||||
ActorProfile Bg_Jya_Kanaami_Profile = {
|
||||
/**/ ACTOR_BG_JYA_KANAAMI,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -22,7 +22,7 @@ void BgJyaLift_Move(BgJyaLift* this, PlayState* play);
|
|||
|
||||
static s16 sIsSpawned = false;
|
||||
|
||||
ActorInit Bg_Jya_Lift_InitVars = {
|
||||
ActorProfile Bg_Jya_Lift_Profile = {
|
||||
/**/ ACTOR_BG_JYA_LIFT,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -20,7 +20,7 @@ void BgJyaMegami_DetectLight(BgJyaMegami* this, PlayState* play);
|
|||
void BgJyaMegami_SetupExplode(BgJyaMegami* this);
|
||||
void BgJyaMegami_Explode(BgJyaMegami* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Jya_Megami_InitVars = {
|
||||
ActorProfile Bg_Jya_Megami_Profile = {
|
||||
/**/ ACTOR_BG_JYA_MEGAMI,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -23,7 +23,7 @@ void func_8089B870(BgJyaZurerukabe* this, PlayState* play);
|
|||
|
||||
static f32 D_8089B9C0[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
|
||||
ActorInit Bg_Jya_Zurerukabe_InitVars = {
|
||||
ActorProfile Bg_Jya_Zurerukabe_Profile = {
|
||||
/**/ ACTOR_BG_JYA_ZURERUKABE,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -14,7 +14,7 @@ void BgMenkuriEye_Destroy(Actor* thisx, PlayState* play);
|
|||
void BgMenkuriEye_Update(Actor* thisx, PlayState* play);
|
||||
void BgMenkuriEye_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Menkuri_Eye_InitVars = {
|
||||
ActorProfile Bg_Menkuri_Eye_Profile = {
|
||||
/**/ ACTOR_BG_MENKURI_EYE,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -14,7 +14,7 @@ void BgMenkuriKaiten_Destroy(Actor* thisx, PlayState* play);
|
|||
void BgMenkuriKaiten_Update(Actor* thisx, PlayState* play);
|
||||
void BgMenkuriKaiten_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Menkuri_Kaiten_InitVars = {
|
||||
ActorProfile Bg_Menkuri_Kaiten_Profile = {
|
||||
/**/ ACTOR_BG_MENKURI_KAITEN,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -14,7 +14,7 @@ void BgMenkuriNisekabe_Destroy(Actor* thisx, PlayState* play);
|
|||
void BgMenkuriNisekabe_Update(Actor* thisx, PlayState* play);
|
||||
void BgMenkuriNisekabe_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Menkuri_Nisekabe_InitVars = {
|
||||
ActorProfile Bg_Menkuri_Nisekabe_Profile = {
|
||||
/**/ ACTOR_BG_MENKURI_NISEKABE,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -19,7 +19,7 @@ void BgMizuBwall_Idle(BgMizuBwall* this, PlayState* play);
|
|||
void BgMizuBwall_Break(BgMizuBwall* this, PlayState* play);
|
||||
void BgMizuBwall_DoNothing(BgMizuBwall* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Mizu_Bwall_InitVars = {
|
||||
ActorProfile Bg_Mizu_Bwall_Profile = {
|
||||
/**/ ACTOR_BG_MIZU_BWALL,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -25,7 +25,7 @@ void BgMizuMovebg_UpdateMain(BgMizuMovebg* this, PlayState* play);
|
|||
void BgMizuMovebg_UpdateHookshotPlatform(BgMizuMovebg* this, PlayState* play);
|
||||
s32 BgMizuMovebg_SetPosFromPath(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId);
|
||||
|
||||
ActorInit Bg_Mizu_Movebg_InitVars = {
|
||||
ActorProfile Bg_Mizu_Movebg_Profile = {
|
||||
/**/ ACTOR_BG_MIZU_MOVEBG,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -13,7 +13,7 @@ void BgMizuShutter_WaitForSwitch(BgMizuShutter* this, PlayState* play);
|
|||
void BgMizuShutter_Move(BgMizuShutter* this, PlayState* play);
|
||||
void BgMizuShutter_WaitForCutscene(BgMizuShutter* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Mizu_Shutter_InitVars = {
|
||||
ActorProfile Bg_Mizu_Shutter_Profile = {
|
||||
/**/ ACTOR_BG_MIZU_SHUTTER,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -16,7 +16,7 @@ void BgMizuUzu_Draw(Actor* thisx, PlayState* play);
|
|||
|
||||
void func_8089F788(BgMizuUzu* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Mizu_Uzu_InitVars = {
|
||||
ActorProfile Bg_Mizu_Uzu_Profile = {
|
||||
/**/ ACTOR_BG_MIZU_UZU,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -29,7 +29,7 @@ static WaterLevel sWaterLevels[] = {
|
|||
{ WATER_TEMPLE_WATER_F1_FLAG, WATER_TEMPLE_WATER_F1_Y - WATER_TEMPLE_WATER_F3_Y },
|
||||
};
|
||||
|
||||
ActorInit Bg_Mizu_Water_InitVars = {
|
||||
ActorProfile Bg_Mizu_Water_Profile = {
|
||||
/**/ ACTOR_BG_MIZU_WATER,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -24,7 +24,7 @@ void BgMjin_Draw(Actor* thisx, PlayState* play);
|
|||
void func_808A0850(BgMjin* this, PlayState* play);
|
||||
void BgMjin_DoNothing(BgMjin* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Mjin_InitVars = {
|
||||
ActorProfile Bg_Mjin_Profile = {
|
||||
/**/ ACTOR_BG_MJIN,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -28,7 +28,7 @@ void BgMoriBigst_SetupStalfosPairFight(BgMoriBigst* this, PlayState* play);
|
|||
void BgMoriBigst_StalfosPairFight(BgMoriBigst* this, PlayState* play);
|
||||
void BgMoriBigst_SetupDone(BgMoriBigst* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Mori_Bigst_InitVars = {
|
||||
ActorProfile Bg_Mori_Bigst_Profile = {
|
||||
/**/ ACTOR_BG_MORI_BIGST,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -19,7 +19,7 @@ void BgMoriElevator_MoveAboveGround(BgMoriElevator* this, PlayState* play);
|
|||
|
||||
static s16 sIsSpawned = false;
|
||||
|
||||
ActorInit Bg_Mori_Elevator_InitVars = {
|
||||
ActorProfile Bg_Mori_Elevator_Profile = {
|
||||
/**/ ACTOR_BG_MORI_ELEVATOR,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -24,7 +24,7 @@ void BgMoriHashigo_SetupLadderFall(BgMoriHashigo* this);
|
|||
void BgMoriHashigo_LadderFall(BgMoriHashigo* this, PlayState* play);
|
||||
void BgMoriHashigo_SetupLadderRest(BgMoriHashigo* this);
|
||||
|
||||
ActorInit Bg_Mori_Hashigo_InitVars = {
|
||||
ActorProfile Bg_Mori_Hashigo_Profile = {
|
||||
/**/ ACTOR_BG_MORI_HASHIGO,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -21,7 +21,7 @@ void BgMoriHashira4_PillarsRotate(BgMoriHashira4* this, PlayState* play);
|
|||
void BgMoriHashira4_GateWait(BgMoriHashira4* this, PlayState* play);
|
||||
void BgMoriHashira4_GateOpen(BgMoriHashira4* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Mori_Hashira4_InitVars = {
|
||||
ActorProfile Bg_Mori_Hashira4_Profile = {
|
||||
/**/ ACTOR_BG_MORI_HASHIRA4,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -29,7 +29,7 @@ void func_808A3D58(BgMoriHineri* this, PlayState* play);
|
|||
|
||||
static s16 sSubCamId = CAM_ID_NONE;
|
||||
|
||||
ActorInit Bg_Mori_Hineri_InitVars = {
|
||||
ActorProfile Bg_Mori_Hineri_Profile = {
|
||||
/**/ ACTOR_BG_MORI_HINERI,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -21,7 +21,7 @@ void BgMoriIdomizu_Main(BgMoriIdomizu* this, PlayState* play);
|
|||
|
||||
static s16 sIsSpawned = false;
|
||||
|
||||
ActorInit Bg_Mori_Idomizu_InitVars = {
|
||||
ActorProfile Bg_Mori_Idomizu_Profile = {
|
||||
/**/ ACTOR_BG_MORI_IDOMIZU,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -20,7 +20,7 @@ void BgMoriKaitenkabe_Wait(BgMoriKaitenkabe* this, PlayState* play);
|
|||
void BgMoriKaitenkabe_SetupRotate(BgMoriKaitenkabe* this);
|
||||
void BgMoriKaitenkabe_Rotate(BgMoriKaitenkabe* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Mori_Kaitenkabe_InitVars = {
|
||||
ActorProfile Bg_Mori_Kaitenkabe_Profile = {
|
||||
/**/ ACTOR_BG_MORI_KAITENKABE,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -28,7 +28,7 @@ void BgMoriRakkatenjo_Rise(BgMoriRakkatenjo* this, PlayState* play);
|
|||
|
||||
static s16 sCamSetting = CAM_SET_NONE;
|
||||
|
||||
ActorInit Bg_Mori_Rakkatenjo_InitVars = {
|
||||
ActorProfile Bg_Mori_Rakkatenjo_Profile = {
|
||||
/**/ ACTOR_BG_MORI_RAKKATENJO,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -28,7 +28,7 @@ void BgPoEvent_PaintingAppear(BgPoEvent* this, PlayState* play);
|
|||
void BgPoEvent_PaintingPresent(BgPoEvent* this, PlayState* play);
|
||||
void BgPoEvent_PaintingBurn(BgPoEvent* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Po_Event_InitVars = {
|
||||
ActorProfile Bg_Po_Event_Profile = {
|
||||
/**/ ACTOR_BG_PO_EVENT,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -58,7 +58,7 @@ static Color_RGBA8 sEnvColors[] = {
|
|||
{ 0, 150, 0, 255 },
|
||||
};
|
||||
|
||||
ActorInit Bg_Po_Syokudai_InitVars = {
|
||||
ActorProfile Bg_Po_Syokudai_Profile = {
|
||||
/**/ ACTOR_BG_PO_SYOKUDAI,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -16,7 +16,7 @@ void BgPushbox_Draw(Actor* thisx, PlayState* play);
|
|||
|
||||
void BgPushbox_UpdateImpl(BgPushbox* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Pushbox_InitVars = {
|
||||
ActorProfile Bg_Pushbox_Profile = {
|
||||
/**/ ACTOR_BG_PUSHBOX,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -26,7 +26,7 @@ void BgRelayObjects_DoNothing(BgRelayObjects* this, PlayState* play);
|
|||
void func_808A932C(BgRelayObjects* this, PlayState* play);
|
||||
void func_808A939C(BgRelayObjects* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Relay_Objects_InitVars = {
|
||||
ActorProfile Bg_Relay_Objects_Profile = {
|
||||
/**/ ACTOR_BG_RELAY_OBJECTS,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -14,7 +14,7 @@ void BgSpot00Break_Destroy(Actor* thisx, PlayState* play);
|
|||
void BgSpot00Break_Update(Actor* thisx, PlayState* play);
|
||||
void BgSpot00Break_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
ActorInit Bg_Spot00_Break_InitVars = {
|
||||
ActorProfile Bg_Spot00_Break_Profile = {
|
||||
/**/ ACTOR_BG_SPOT00_BREAK,
|
||||
/**/ ACTORCAT_PROP,
|
||||
/**/ FLAGS,
|
||||
|
|
|
@ -25,7 +25,7 @@ void BgSpot00Hanebasi_DrawbridgeWait(BgSpot00Hanebasi* this, PlayState* play);
|
|||
void BgSpot00Hanebasi_DrawbridgeRiseAndFall(BgSpot00Hanebasi* this, PlayState* play);
|
||||
void BgSpot00Hanebasi_SetTorchLightInfo(BgSpot00Hanebasi* this, PlayState* play);
|
||||
|
||||
ActorInit Bg_Spot00_Hanebasi_InitVars = {
|
||||
ActorProfile Bg_Spot00_Hanebasi_Profile = {
|
||||
/**/ ACTOR_BG_SPOT00_HANEBASI,
|
||||
/**/ ACTORCAT_BG,
|
||||
/**/ FLAGS,
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue