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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:
fig02 2024-08-02 17:50:02 -04:00 committed by GitHub
parent a083a15650
commit 078e21f6c6
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GPG key ID: B5690EEEBB952194
472 changed files with 525 additions and 521 deletions

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@ -11,7 +11,7 @@ void ArmsHook_Draw(Actor* thisx, PlayState* play);
void ArmsHook_Wait(ArmsHook* this, PlayState* play);
void ArmsHook_Shoot(ArmsHook* this, PlayState* play);
ActorInit Arms_Hook_InitVars = {
ActorProfile Arms_Hook_Profile = {
/**/ ACTOR_ARMS_HOOK,
/**/ ACTORCAT_ITEMACTION,
/**/ FLAGS,

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@ -20,7 +20,7 @@ void ArrowFire_Hit(ArrowFire* this, PlayState* play);
#include "assets/overlays/ovl_Arrow_Fire/ovl_Arrow_Fire.c"
ActorInit Arrow_Fire_InitVars = {
ActorProfile Arrow_Fire_Profile = {
/**/ ACTOR_ARROW_FIRE,
/**/ ACTORCAT_ITEMACTION,
/**/ FLAGS,

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@ -21,7 +21,7 @@ void ArrowIce_Hit(ArrowIce* this, PlayState* play);
#include "assets/overlays/ovl_Arrow_Ice/ovl_Arrow_Ice.c"
ActorInit Arrow_Ice_InitVars = {
ActorProfile Arrow_Ice_Profile = {
/**/ ACTOR_ARROW_ICE,
/**/ ACTORCAT_ITEMACTION,
/**/ FLAGS,

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@ -21,7 +21,7 @@ void ArrowLight_Hit(ArrowLight* this, PlayState* play);
#include "assets/overlays/ovl_Arrow_Light/ovl_Arrow_Light.c"
ActorInit Arrow_Light_InitVars = {
ActorProfile Arrow_Light_Profile = {
/**/ ACTOR_ARROW_LIGHT,
/**/ ACTORCAT_ITEMACTION,
/**/ FLAGS,

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@ -43,7 +43,7 @@ void BgBdanObjects_WaitForTimerExpired(BgBdanObjects* this, PlayState* play);
void BgBdanObjects_WaitForPlayerOnTop(BgBdanObjects* this, PlayState* play);
void BgBdanObjects_FallToLowerPos(BgBdanObjects* this, PlayState* play);
ActorInit Bg_Bdan_Objects_InitVars = {
ActorProfile Bg_Bdan_Objects_Profile = {
/**/ ACTOR_BG_BDAN_OBJECTS,
/**/ ACTORCAT_BG,
/**/ FLAGS,

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@ -42,7 +42,7 @@ void func_8086DCE8(BgBdanSwitch* this, PlayState* play);
void func_8086DDA8(BgBdanSwitch* this);
void func_8086DDC0(BgBdanSwitch* this, PlayState* play);
ActorInit Bg_Bdan_Switch_InitVars = {
ActorProfile Bg_Bdan_Switch_Profile = {
/**/ ACTOR_BG_BDAN_SWITCH,
/**/ ACTORCAT_SWITCH,
/**/ FLAGS,

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@ -17,7 +17,7 @@ void BgBomGuard_Update(Actor* thisx, PlayState* play);
void func_8086E638(BgBomGuard* this, PlayState* play);
ActorInit Bg_Bom_Guard_InitVars = {
ActorProfile Bg_Bom_Guard_Profile = {
/**/ ACTOR_BG_BOM_GUARD,
/**/ ACTORCAT_PROP,
/**/ 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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

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@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -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,

View file

@ -16,7 +16,7 @@ void BgSpot01Fusya_Draw(Actor* thisx, PlayState* play);
void func_808AAA50(BgSpot01Fusya* this, PlayState* play);
ActorInit Bg_Spot01_Fusya_InitVars = {
ActorProfile Bg_Spot01_Fusya_Profile = {
/**/ ACTOR_BG_SPOT01_FUSYA,
/**/ ACTORCAT_BG,
/**/ FLAGS,

View file

@ -36,7 +36,7 @@ static BgSpot01IdohashiraDrawFunc sDrawFuncs[] = {
func_808AB700,
};
ActorInit Bg_Spot01_Idohashira_InitVars = {
ActorProfile Bg_Spot01_Idohashira_Profile = {
/**/ ACTOR_BG_SPOT01_IDOHASHIRA,
/**/ ACTORCAT_PROP,
/**/ FLAGS,

View file

@ -16,7 +16,7 @@ void BgSpot01Idomizu_Draw(Actor* thisx, PlayState* play);
void func_808ABB84(BgSpot01Idomizu* this, PlayState* play);
ActorInit Bg_Spot01_Idomizu_InitVars = {
ActorProfile Bg_Spot01_Idomizu_Profile = {
/**/ ACTOR_BG_SPOT01_IDOMIZU,
/**/ ACTORCAT_BG,
/**/ FLAGS,

View file

@ -16,7 +16,7 @@ void BgSpot01Idosoko_Draw(Actor* thisx, PlayState* play);
void func_808ABF54(BgSpot01Idosoko* this, PlayState* play);
ActorInit Bg_Spot01_Idosoko_InitVars = {
ActorProfile Bg_Spot01_Idosoko_Profile = {
/**/ ACTOR_BG_SPOT01_IDOSOKO,
/**/ ACTORCAT_BG,
/**/ FLAGS,

View file

@ -18,7 +18,7 @@ void func_808AC2BC(BgSpot01Objects2* this, PlayState* play);
void func_808AC474(BgSpot01Objects2* this, PlayState* play);
void func_808AC4A4(Actor* thisx, PlayState* play);
ActorInit Bg_Spot01_Objects2_InitVars = {
ActorProfile Bg_Spot01_Objects2_Profile = {
/**/ ACTOR_BG_SPOT01_OBJECTS2,
/**/ ACTORCAT_BG,
/**/ FLAGS,

View file

@ -31,7 +31,7 @@ static void* D_808AD850[] = {
object_spot02_objects_Tex_0102B0, object_spot02_objects_Tex_010EB0, object_spot02_objects_Tex_011AB0,
};
ActorInit Bg_Spot02_Objects_InitVars = {
ActorProfile Bg_Spot02_Objects_Profile = {
/**/ ACTOR_BG_SPOT02_OBJECTS,
/**/ ACTORCAT_BG,
/**/ FLAGS,

View file

@ -16,7 +16,7 @@ void BgSpot03Taki_Draw(Actor* thisx, PlayState* play);
void func_808ADEF0(BgSpot03Taki* this, PlayState* play);
ActorInit Bg_Spot03_Taki_InitVars = {
ActorProfile Bg_Spot03_Taki_Profile = {
/**/ ACTOR_BG_SPOT03_TAKI,
/**/ ACTORCAT_BG,
/**/ FLAGS,

View file

@ -17,7 +17,7 @@ void func_808AE5A8(BgSpot05Soko* this, PlayState* play);
void func_808AE5B4(BgSpot05Soko* this, PlayState* play);
void func_808AE630(BgSpot05Soko* this, PlayState* play);
ActorInit Bg_Spot05_Soko_InitVars = {
ActorProfile Bg_Spot05_Soko_Profile = {
/**/ ACTOR_BG_SPOT05_SOKO,
/**/ ACTORCAT_PROP,
/**/ FLAGS,

View file

@ -44,7 +44,7 @@ void BgSpot06Objects_LockFloat(BgSpot06Objects* this, PlayState* play);
void BgSpot06Objects_WaterPlaneCutsceneWait(BgSpot06Objects* this, PlayState* play);
void BgSpot06Objects_WaterPlaneCutsceneRise(BgSpot06Objects* this, PlayState* play);
ActorInit Bg_Spot06_Objects_InitVars = {
ActorProfile Bg_Spot06_Objects_Profile = {
/**/ ACTOR_BG_SPOT06_OBJECTS,
/**/ ACTORCAT_PROP,
/**/ FLAGS,

View file

@ -16,7 +16,7 @@ void BgSpot07Taki_Draw(Actor* thisx, PlayState* play);
void BgSpot07Taki_DoNothing(BgSpot07Taki* this, PlayState* play);
ActorInit Bg_Spot07_Taki_InitVars = {
ActorProfile Bg_Spot07_Taki_Profile = {
/**/ ACTOR_BG_SPOT07_TAKI,
/**/ ACTORCAT_BG,
/**/ FLAGS,

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