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More actor cleanup Part 3 (#118)
* Add custom types for actor specific functions (like actions) * Add a forward struct declaration for all other actors
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477 changed files with 1817 additions and 792 deletions
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@ -15,7 +15,6 @@ void EnAni_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnAni_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnAni_Draw(Actor* thisx, GlobalContext* globalCtx);
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void EnAni_SetupAction(EnAni* this, ActorFunc actionFunc);
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s32 EnAni_SetText(EnAni* this, GlobalContext* globalCtx, u16 textId);
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void func_809B04F0(EnAni* this, GlobalContext* globalCtx);
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void func_809B0524(EnAni* this, GlobalContext* globalCtx);
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@ -64,7 +63,7 @@ UNK_PTR D_809B0F80[] = {
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0x06001D18,
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};
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void EnAni_SetupAction(EnAni* this, ActorFunc actionFunc) {
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void EnAni_SetupAction(EnAni* this, EnAniActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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@ -4,7 +4,11 @@
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#include <ultra64.h>
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#include <global.h>
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typedef struct {
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struct EnAni;
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typedef void (*EnAniActionFunc)(struct EnAni*, GlobalContext*);
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typedef struct EnAni {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ ColliderCylinder collider;
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/* 0x0198 */ SkelAnime skelAnime;
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@ -16,7 +20,7 @@ typedef struct {
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/* 0x02AA */ u16 unk_2AA;
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/* 0x02AC */ s16 unk_2AC;
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/* 0x02AE */ s16 unk_2AE;
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/* 0x02B0 */ ActorFunc actionFunc;
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/* 0x02B0 */ EnAniActionFunc actionFunc;
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} EnAni; // size = 0x02B4
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extern const ActorInit En_Ani_InitVars;
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