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Merge branch 'master' into ovl_Bg_Spot09_Obj

This commit is contained in:
Ethan Roseman 2020-03-24 00:20:17 -04:00 committed by GitHub
commit 2fcc450890
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GPG key ID: 4AEE18F83AFDEB23
496 changed files with 1274 additions and 2038 deletions

View file

@ -9,8 +9,7 @@ void ArmsHook_Update(ArmsHook* this, GlobalContext* globalCtx);
void ArmsHook_Draw(ArmsHook* this, GlobalContext* globalCtx);
/*
const ActorInit Arms_Hook_InitVars =
{
const ActorInit Arms_Hook_InitVars = {
ACTOR_ARMS_HOOK,
ACTORTYPE_ITEMACTION,
ROOM,

View file

@ -9,8 +9,7 @@ void ArrowFire_Update(ArrowFire* this, GlobalContext* globalCtx);
void ArrowFire_Draw(ArrowFire* this, GlobalContext* globalCtx);
/*
const ActorInit Arrow_Fire_InitVars =
{
const ActorInit Arrow_Fire_InitVars = {
ACTOR_ARROW_FIRE,
ACTORTYPE_ITEMACTION,
ROOM,

View file

@ -9,8 +9,7 @@ void ArrowIce_Update(ArrowIce* this, GlobalContext* globalCtx);
void ArrowIce_Draw(ArrowIce* this, GlobalContext* globalCtx);
/*
const ActorInit Arrow_Ice_InitVars =
{
const ActorInit Arrow_Ice_InitVars = {
ACTOR_ARROW_ICE,
ACTORTYPE_ITEMACTION,
ROOM,

View file

@ -9,8 +9,7 @@ void ArrowLight_Update(ArrowLight* this, GlobalContext* globalCtx);
void ArrowLight_Draw(ArrowLight* this, GlobalContext* globalCtx);
/*
const ActorInit Arrow_Light_InitVars =
{
const ActorInit Arrow_Light_InitVars = {
ACTOR_ARROW_LIGHT,
ACTORTYPE_ITEMACTION,
ROOM,

View file

@ -9,8 +9,7 @@ void BgBdanObjects_Update(BgBdanObjects* this, GlobalContext* globalCtx);
void BgBdanObjects_Draw(BgBdanObjects* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Bdan_Objects_InitVars =
{
const ActorInit Bg_Bdan_Objects_InitVars = {
ACTOR_BG_BDAN_OBJECTS,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgBombwall_Update(BgBombwall* this, GlobalContext* globalCtx);
void BgBombwall_Draw(BgBombwall* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Bombwall_InitVars =
{
const ActorInit Bg_Bombwall_InitVars = {
ACTOR_BG_BOMBWALL,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgBowlWall_Update(BgBowlWall* this, GlobalContext* globalCtx);
void BgBowlWall_Draw(BgBowlWall* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Bowl_Wall_InitVars =
{
const ActorInit Bg_Bowl_Wall_InitVars = {
ACTOR_BG_BOWL_WALL,
ACTORTYPE_PROP,
ROOM,

View file

@ -8,8 +8,7 @@ void BgBreakwall_Destroy(BgBreakwall* this, GlobalContext* globalCtx);
void BgBreakwall_Update(BgBreakwall* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Breakwall_InitVars =
{
const ActorInit Bg_Breakwall_InitVars = {
ACTOR_BG_BREAKWALL,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgDdanJd_Update(BgDdanJd* this, GlobalContext* globalCtx);
void BgDdanJd_Draw(BgDdanJd* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Ddan_Jd_InitVars =
{
const ActorInit Bg_Ddan_Jd_InitVars = {
ACTOR_BG_DDAN_JD,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgDdanKd_Update(BgDdanKd* this, GlobalContext* globalCtx);
void BgDdanKd_Draw(BgDdanKd* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Ddan_Kd_InitVars =
{
const ActorInit Bg_Ddan_Kd_InitVars = {
ACTOR_BG_DDAN_KD,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgDodoago_Update(BgDodoago* this, GlobalContext* globalCtx);
void BgDodoago_Draw(BgDodoago* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Dodoago_InitVars =
{
const ActorInit Bg_Dodoago_InitVars = {
ACTOR_BG_DODOAGO,
ACTORTYPE_BG,
ROOM,

View file

@ -8,8 +8,7 @@ void BgDyYoseizo_Destroy(BgDyYoseizo* this, GlobalContext* globalCtx);
void BgDyYoseizo_Update(BgDyYoseizo* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Dy_Yoseizo_InitVars =
{
const ActorInit Bg_Dy_Yoseizo_InitVars = {
ACTOR_BG_DY_YOSEIZO,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgGanonOtyuka_Update(BgGanonOtyuka* this, GlobalContext* globalCtx);
void BgGanonOtyuka_Draw(BgGanonOtyuka* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Ganon_Otyuka_InitVars =
{
const ActorInit Bg_Ganon_Otyuka_InitVars = {
ACTOR_BG_GANON_OTYUKA,
ACTORTYPE_PROP,
ROOM,

View file

@ -70,12 +70,10 @@ static void func_8087828C(BgGateShutter* this, GlobalContext* globalCtx) {
if (this->unk_168 == 1 && !(gSaveContext.inf_table[7] & 0x40)) {
this->unk_178 = 2;
this->actionFunc = (ActorFunc)func_80878300;
}
else if (this->unk_168 == 2) {
} else if (this->unk_168 == 2) {
this->unk_178 = 2;
this->actionFunc = (ActorFunc)func_80878300;
}
else if (this->unk_168 < 0) {
} else if (this->unk_168 < 0) {
this->unk_178 = 2;
this->actionFunc = (ActorFunc)func_808783D4;
}

View file

@ -9,8 +9,7 @@ void BgGjyoBridge_Update(BgGjyoBridge* this, GlobalContext* globalCtx);
void BgGjyoBridge_Draw(BgGjyoBridge* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Gjyo_Bridge_InitVars =
{
const ActorInit Bg_Gjyo_Bridge_InitVars = {
ACTOR_BG_GJYO_BRIDGE,
ACTORTYPE_PROP,
ROOM,

View file

@ -8,8 +8,7 @@ void BgGndDarkmeiro_Destroy(BgGndDarkmeiro* this, GlobalContext* globalCtx);
void BgGndDarkmeiro_Update(BgGndDarkmeiro* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Gnd_Darkmeiro_InitVars =
{
const ActorInit Bg_Gnd_Darkmeiro_InitVars = {
ACTOR_BG_GND_DARKMEIRO,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgGndFiremeiro_Update(BgGndFiremeiro* this, GlobalContext* globalCtx);
void BgGndFiremeiro_Draw(BgGndFiremeiro* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Gnd_Firemeiro_InitVars =
{
const ActorInit Bg_Gnd_Firemeiro_InitVars = {
ACTOR_BG_GND_FIREMEIRO,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgGndIceblock_Update(BgGndIceblock* this, GlobalContext* globalCtx);
void BgGndIceblock_Draw(BgGndIceblock* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Gnd_Iceblock_InitVars =
{
const ActorInit Bg_Gnd_Iceblock_InitVars = {
ACTOR_BG_GND_ICEBLOCK,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgGndSoulmeiro_Update(BgGndSoulmeiro* this, GlobalContext* globalCtx);
void BgGndSoulmeiro_Draw(BgGndSoulmeiro* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Gnd_Soulmeiro_InitVars =
{
const ActorInit Bg_Gnd_Soulmeiro_InitVars = {
ACTOR_BG_GND_SOULMEIRO,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgHaka_Update(BgHaka* this, GlobalContext* globalCtx);
void BgHaka_Draw(BgHaka* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Haka_InitVars =
{
const ActorInit Bg_Haka_InitVars = {
ACTOR_BG_HAKA,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgHakaGate_Update(BgHakaGate* this, GlobalContext* globalCtx);
void BgHakaGate_Draw(BgHakaGate* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Haka_Gate_InitVars =
{
const ActorInit Bg_Haka_Gate_InitVars = {
ACTOR_BG_HAKA_GATE,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgHakaHuta_Update(BgHakaHuta* this, GlobalContext* globalCtx);
void BgHakaHuta_Draw(BgHakaHuta* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Haka_Huta_InitVars =
{
const ActorInit Bg_Haka_Huta_InitVars = {
ACTOR_BG_HAKA_HUTA,
ACTORTYPE_BG,
ROOM,

View file

@ -1,15 +1,24 @@
/*
* File: z_bg_haka_megane.c
* Overlay: ovl_Bg_Haka_Megane
* Description:
*/
#include "z_bg_haka_megane.h"
#define ROOM 0x00
#define FLAGS 0x000000B0
void BgHakaMegane_Init(BgHakaMegane* this, GlobalContext* globalCtx);
void BgHakaMegane_Destroy(BgHakaMegane* this, GlobalContext* globalCtx);
void BgHakaMegane_Update(BgHakaMegane* this, GlobalContext* globalCtx);
static void BgHakaMegane_Init(BgHakaMegane* this, GlobalContext* globalCtx);
static void BgHakaMegane_Destroy(BgHakaMegane* this, GlobalContext* globalCtx);
static void BgHakaMegane_Update(BgHakaMegane* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Haka_Megane_InitVars =
{
static void func_8087DB24(BgHakaMegane* this, GlobalContext* globalCtx);
static void func_8087DBF0(BgHakaMegane* this, GlobalContext* globalCtx);
static void func_8087DC64(BgHakaMegane* this, GlobalContext* globalCtx);
static void func_8087DC94(BgHakaMegane* this, GlobalContext* globalCtx);
const ActorInit Bg_Haka_Megane_InitVars = {
ACTOR_BG_HAKA_MEGANE,
ACTORTYPE_PROP,
ROOM,
@ -21,17 +30,96 @@ const ActorInit Bg_Haka_Megane_InitVars =
(ActorFunc)BgHakaMegane_Update,
NULL,
};
*/
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Haka_Megane/BgHakaMegane_Init.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Haka_Megane/BgHakaMegane_Destroy.s")
static InitChainEntry initChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Haka_Megane/func_8087DB24.s")
static UNK_TYPE collisions[] = {
0x06001830, 0x06001AB8, 0x00000000, 0x06004330, 0x060044D0, 0x00000000, 0x06004780,
0x06004940, 0x00000000, 0x06004B00, 0x00000000, 0x06004CC0, 0x00000000,
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Haka_Megane/func_8087DBF0.s")
static UNK_TYPE dlists[] = {
0x06001060, 0x06001920, 0x060003F0, 0x060040F0, 0x060043B0, 0x06001120, 0x060045A0,
0x060047F0, 0x060018F0, 0x060049B0, 0x06003CF0, 0x06004B70, 0x06002ED0,
};
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Haka_Megane/func_8087DC64.s")
extern UNK_TYPE D_06001250;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Haka_Megane/BgHakaMegane_Update.s")
static void BgHakaMegane_Init(BgHakaMegane* this, GlobalContext* globalCtx) {
Actor* thisx = &this->dyna.actor;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Haka_Megane/func_8087DC94.s")
Actor_ProcessInitChain(thisx, initChain);
DynaPolyInfo_SetActorMove(thisx, 0);
if (thisx->params < 3) {
this->objBankIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_HAKACH_OBJECTS);
} else {
this->objBankIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_HAKA_OBJECTS);
}
if (this->objBankIndex < 0) {
Actor_Kill(thisx);
} else {
this->actionFunc = (ActorFunc)func_8087DB24;
}
}
static void BgHakaMegane_Destroy(BgHakaMegane* this, GlobalContext* globalCtx) {
DynaPolyInfo_Free(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
}
static void func_8087DB24(BgHakaMegane* this, GlobalContext* globalCtx) {
s32 localC;
UNK_TYPE collision;
if (Object_IsLoaded(&globalCtx->objectCtx, this->objBankIndex)) {
this->dyna.actor.objBankIndex = this->objBankIndex;
this->dyna.actor.draw = (ActorFunc)func_8087DC94;
Actor_SetObjectDependency(globalCtx, &this->dyna.actor);
if (globalCtx->roomCtx.curRoom.showInvisActors) {
this->actionFunc = (ActorFunc)func_8087DBF0;
collision = collisions[this->dyna.actor.params];
if (collision != 0) {
DynaPolyInfo_Alloc(collision, &localC);
this->dyna.dynaPolyId =
DynaPolyInfo_RegisterActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, localC);
}
} else {
this->actionFunc = (ActorFunc)func_8087DC64;
}
}
}
static void func_8087DBF0(BgHakaMegane* this, GlobalContext* globalCtx) {
Actor* thisx = &this->dyna.actor;
if (globalCtx->actorCtx.unk_03 != 0) {
thisx->flags |= 0x80;
func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
} else {
thisx->flags &= ~0x80;
func_8003EC50(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
}
}
static void func_8087DC64(BgHakaMegane* this, GlobalContext* globalCtx) {
}
static void BgHakaMegane_Update(BgHakaMegane* this, GlobalContext* globalCtx) {
this->actionFunc(this, globalCtx);
}
static void func_8087DC94(BgHakaMegane* this, GlobalContext* globalCtx) {
Actor* thisx = &this->dyna.actor;
if ((thisx->flags & 0x80) == 0x80) {
Draw_DListXlu(globalCtx, dlists[thisx->params]);
} else {
Draw_DListOpa(globalCtx, dlists[thisx->params]);
}
if (thisx->params == 0) {
Draw_DListXlu(globalCtx, &D_06001250);
}
}

View file

@ -5,8 +5,11 @@
#include <global.h>
typedef struct {
/* 0x0000 */ Actor actor;
/* 0x014C */ char unk_14C[0x20];
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ ActorFunc actionFunc;
/* 0x0168 */ char unk_168[0x1];
/* 0x0169 */ s8 objBankIndex;
/* 0x016A */ char unk_16A[0x2];
} BgHakaMegane; // size = 0x016C
extern const ActorInit Bg_Haka_Megane_InitVars;

View file

@ -9,8 +9,7 @@ void BgHakaMeganeBG_Update(BgHakaMeganeBG* this, GlobalContext* globalCtx);
void BgHakaMeganeBG_Draw(BgHakaMeganeBG* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Haka_MeganeBG_InitVars =
{
const ActorInit Bg_Haka_MeganeBG_InitVars = {
ACTOR_BG_HAKA_MEGANEBG,
ACTORTYPE_BG,
ROOM,

View file

@ -8,8 +8,7 @@ void BgHakaSgami_Destroy(BgHakaSgami* this, GlobalContext* globalCtx);
void BgHakaSgami_Update(BgHakaSgami* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Haka_Sgami_InitVars =
{
const ActorInit Bg_Haka_Sgami_InitVars = {
ACTOR_BG_HAKA_SGAMI,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgHakaShip_Update(BgHakaShip* this, GlobalContext* globalCtx);
void BgHakaShip_Draw(BgHakaShip* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Haka_Ship_InitVars =
{
const ActorInit Bg_Haka_Ship_InitVars = {
ACTOR_BG_HAKA_SHIP,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgHakaTrap_Update(BgHakaTrap* this, GlobalContext* globalCtx);
void BgHakaTrap_Draw(BgHakaTrap* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Haka_Trap_InitVars =
{
const ActorInit Bg_Haka_Trap_InitVars = {
ACTOR_BG_HAKA_TRAP,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgHakaTubo_Update(BgHakaTubo* this, GlobalContext* globalCtx);
void BgHakaTubo_Draw(BgHakaTubo* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Haka_Tubo_InitVars =
{
const ActorInit Bg_Haka_Tubo_InitVars = {
ACTOR_BG_HAKA_TUBO,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgHakaWater_Update(BgHakaWater* this, GlobalContext* globalCtx);
void BgHakaWater_Draw(BgHakaWater* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Haka_Water_InitVars =
{
const ActorInit Bg_Haka_Water_InitVars = {
ACTOR_BG_HAKA_WATER,
ACTORTYPE_PROP,
ROOM,

View file

@ -8,8 +8,7 @@ void BgHakaZou_Destroy(BgHakaZou* this, GlobalContext* globalCtx);
void BgHakaZou_Update(BgHakaZou* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Haka_Zou_InitVars =
{
const ActorInit Bg_Haka_Zou_InitVars = {
ACTOR_BG_HAKA_ZOU,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgHeavyBlock_Update(BgHeavyBlock* this, GlobalContext* globalCtx);
void BgHeavyBlock_Draw(BgHeavyBlock* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Heavy_Block_InitVars =
{
const ActorInit Bg_Heavy_Block_InitVars = {
ACTOR_BG_HEAVY_BLOCK,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgHidanCurtain_Update(BgHidanCurtain* this, GlobalContext* globalCtx);
void BgHidanCurtain_Draw(BgHidanCurtain* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Hidan_Curtain_InitVars =
{
const ActorInit Bg_Hidan_Curtain_InitVars = {
ACTOR_BG_HIDAN_CURTAIN,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgHidanDalm_Update(BgHidanDalm* this, GlobalContext* globalCtx);
void BgHidanDalm_Draw(BgHidanDalm* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Hidan_Dalm_InitVars =
{
const ActorInit Bg_Hidan_Dalm_InitVars = {
ACTOR_BG_HIDAN_DALM,
ACTORTYPE_BG,
ROOM,

View file

@ -8,8 +8,7 @@ void BgHidanFirewall_Destroy(BgHidanFirewall* this, GlobalContext* globalCtx);
void BgHidanFirewall_Update(BgHidanFirewall* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Hidan_Firewall_InitVars =
{
const ActorInit Bg_Hidan_Firewall_InitVars = {
ACTOR_BG_HIDAN_FIREWALL,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgHidanFwbig_Update(BgHidanFwbig* this, GlobalContext* globalCtx);
void BgHidanFwbig_Draw(BgHidanFwbig* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Hidan_Fwbig_InitVars =
{
const ActorInit Bg_Hidan_Fwbig_InitVars = {
ACTOR_BG_HIDAN_FWBIG,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgHidanHamstep_Update(BgHidanHamstep* this, GlobalContext* globalCtx);
void BgHidanHamstep_Draw(BgHidanHamstep* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Hidan_Hamstep_InitVars =
{
const ActorInit Bg_Hidan_Hamstep_InitVars = {
ACTOR_BG_HIDAN_HAMSTEP,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgHidanHrock_Update(BgHidanHrock* this, GlobalContext* globalCtx);
void BgHidanHrock_Draw(BgHidanHrock* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Hidan_Hrock_InitVars =
{
const ActorInit Bg_Hidan_Hrock_InitVars = {
ACTOR_BG_HIDAN_HROCK,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgHidanKousi_Update(BgHidanKousi* this, GlobalContext* globalCtx);
void BgHidanKousi_Draw(BgHidanKousi* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Hidan_Kousi_InitVars =
{
const ActorInit Bg_Hidan_Kousi_InitVars = {
ACTOR_BG_HIDAN_KOUSI,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgHidanKowarerukabe_Update(BgHidanKowarerukabe* this, GlobalContext* global
void BgHidanKowarerukabe_Draw(BgHidanKowarerukabe* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Hidan_Kowarerukabe_InitVars =
{
const ActorInit Bg_Hidan_Kowarerukabe_InitVars = {
ACTOR_BG_HIDAN_KOWARERUKABE,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgHidanRock_Update(BgHidanRock* this, GlobalContext* globalCtx);
void BgHidanRock_Draw(BgHidanRock* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Hidan_Rock_InitVars =
{
const ActorInit Bg_Hidan_Rock_InitVars = {
ACTOR_BG_HIDAN_ROCK,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgHidanRsekizou_Update(BgHidanRsekizou* this, GlobalContext* globalCtx);
void BgHidanRsekizou_Draw(BgHidanRsekizou* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Hidan_Rsekizou_InitVars =
{
const ActorInit Bg_Hidan_Rsekizou_InitVars = {
ACTOR_BG_HIDAN_RSEKIZOU,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgHidanSekizou_Update(BgHidanSekizou* this, GlobalContext* globalCtx);
void BgHidanSekizou_Draw(BgHidanSekizou* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Hidan_Sekizou_InitVars =
{
const ActorInit Bg_Hidan_Sekizou_InitVars = {
ACTOR_BG_HIDAN_SEKIZOU,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgHidanSima_Update(BgHidanSima* this, GlobalContext* globalCtx);
void BgHidanSima_Draw(BgHidanSima* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Hidan_Sima_InitVars =
{
const ActorInit Bg_Hidan_Sima_InitVars = {
ACTOR_BG_HIDAN_SIMA,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgIceObjects_Update(BgIceObjects* this, GlobalContext* globalCtx);
void BgIceObjects_Draw(BgIceObjects* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Ice_Objects_InitVars =
{
const ActorInit Bg_Ice_Objects_InitVars = {
ACTOR_BG_ICE_OBJECTS,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgIceShelter_Update(BgIceShelter* this, GlobalContext* globalCtx);
void BgIceShelter_Draw(BgIceShelter* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Ice_Shelter_InitVars =
{
const ActorInit Bg_Ice_Shelter_InitVars = {
ACTOR_BG_ICE_SHELTER,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgIceShutter_Update(BgIceShutter* this, GlobalContext* globalCtx);
void BgIceShutter_Draw(BgIceShutter* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Ice_Shutter_InitVars =
{
const ActorInit Bg_Ice_Shutter_InitVars = {
ACTOR_BG_ICE_SHUTTER,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgIceTurara_Update(BgIceTurara* this, GlobalContext* globalCtx);
void BgIceTurara_Draw(BgIceTurara* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Ice_Turara_InitVars =
{
const ActorInit Bg_Ice_Turara_InitVars = {
ACTOR_BG_ICE_TURARA,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgIngate_Update(BgIngate* this, GlobalContext* globalCtx);
void BgIngate_Draw(BgIngate* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Ingate_InitVars =
{
const ActorInit Bg_Ingate_InitVars = {
ACTOR_BG_INGATE,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgJya1flift_Update(BgJya1flift* this, GlobalContext* globalCtx);
void BgJya1flift_Draw(BgJya1flift* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Jya_1flift_InitVars =
{
const ActorInit Bg_Jya_1flift_InitVars = {
ACTOR_BG_JYA_1FLIFT,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgJyaBigmirror_Update(BgJyaBigmirror* this, GlobalContext* globalCtx);
void BgJyaBigmirror_Draw(BgJyaBigmirror* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Jya_Bigmirror_InitVars =
{
const ActorInit Bg_Jya_Bigmirror_InitVars = {
ACTOR_BG_JYA_BIGMIRROR,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgJyaBlock_Update(BgJyaBlock* this, GlobalContext* globalCtx);
void BgJyaBlock_Draw(BgJyaBlock* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Jya_Block_InitVars =
{
const ActorInit Bg_Jya_Block_InitVars = {
ACTOR_BG_JYA_BLOCK,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgJyaBombchuiwa_Update(BgJyaBombchuiwa* this, GlobalContext* globalCtx);
void BgJyaBombchuiwa_Draw(BgJyaBombchuiwa* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Jya_Bombchuiwa_InitVars =
{
const ActorInit Bg_Jya_Bombchuiwa_InitVars = {
ACTOR_BG_JYA_BOMBCHUIWA,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgJyaBombiwa_Update(BgJyaBombiwa* this, GlobalContext* globalCtx);
void BgJyaBombiwa_Draw(BgJyaBombiwa* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Jya_Bombiwa_InitVars =
{
const ActorInit Bg_Jya_Bombiwa_InitVars = {
ACTOR_BG_JYA_BOMBIWA,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgJyaCobra_Update(BgJyaCobra* this, GlobalContext* globalCtx);
void BgJyaCobra_Draw(BgJyaCobra* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Jya_Cobra_InitVars =
{
const ActorInit Bg_Jya_Cobra_InitVars = {
ACTOR_BG_JYA_COBRA,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgJyaGoroiwa_Update(BgJyaGoroiwa* this, GlobalContext* globalCtx);
void BgJyaGoroiwa_Draw(BgJyaGoroiwa* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Jya_Goroiwa_InitVars =
{
const ActorInit Bg_Jya_Goroiwa_InitVars = {
ACTOR_BG_JYA_GOROIWA,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgJyaHaheniron_Update(BgJyaHaheniron* this, GlobalContext* globalCtx);
void BgJyaHaheniron_Draw(BgJyaHaheniron* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Jya_Haheniron_InitVars =
{
const ActorInit Bg_Jya_Haheniron_InitVars = {
ACTOR_BG_JYA_HAHENIRON,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgJyaIronobj_Update(BgJyaIronobj* this, GlobalContext* globalCtx);
void BgJyaIronobj_Draw(BgJyaIronobj* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Jya_Ironobj_InitVars =
{
const ActorInit Bg_Jya_Ironobj_InitVars = {
ACTOR_BG_JYA_IRONOBJ,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgJyaLift_Update(BgJyaLift* this, GlobalContext* globalCtx);
void BgJyaLift_Draw(BgJyaLift* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Jya_Lift_InitVars =
{
const ActorInit Bg_Jya_Lift_InitVars = {
ACTOR_BG_JYA_LIFT,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgJyaMegami_Update(BgJyaMegami* this, GlobalContext* globalCtx);
void BgJyaMegami_Draw(BgJyaMegami* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Jya_Megami_InitVars =
{
const ActorInit Bg_Jya_Megami_InitVars = {
ACTOR_BG_JYA_MEGAMI,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgJyaZurerukabe_Update(BgJyaZurerukabe* this, GlobalContext* globalCtx);
void BgJyaZurerukabe_Draw(BgJyaZurerukabe* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Jya_Zurerukabe_InitVars =
{
const ActorInit Bg_Jya_Zurerukabe_InitVars = {
ACTOR_BG_JYA_ZURERUKABE,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgMenkuriEye_Update(BgMenkuriEye* this, GlobalContext* globalCtx);
void BgMenkuriEye_Draw(BgMenkuriEye* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Menkuri_Eye_InitVars =
{
const ActorInit Bg_Menkuri_Eye_InitVars = {
ACTOR_BG_MENKURI_EYE,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgMizuBwall_Update(BgMizuBwall* this, GlobalContext* globalCtx);
void BgMizuBwall_Draw(BgMizuBwall* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Mizu_Bwall_InitVars =
{
const ActorInit Bg_Mizu_Bwall_InitVars = {
ACTOR_BG_MIZU_BWALL,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgMizuMovebg_Update(BgMizuMovebg* this, GlobalContext* globalCtx);
void BgMizuMovebg_Draw(BgMizuMovebg* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Mizu_Movebg_InitVars =
{
const ActorInit Bg_Mizu_Movebg_InitVars = {
ACTOR_BG_MIZU_MOVEBG,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgMizuShutter_Update(BgMizuShutter* this, GlobalContext* globalCtx);
void BgMizuShutter_Draw(BgMizuShutter* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Mizu_Shutter_InitVars =
{
const ActorInit Bg_Mizu_Shutter_InitVars = {
ACTOR_BG_MIZU_SHUTTER,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgMizuWater_Update(BgMizuWater* this, GlobalContext* globalCtx);
void BgMizuWater_Draw(BgMizuWater* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Mizu_Water_InitVars =
{
const ActorInit Bg_Mizu_Water_InitVars = {
ACTOR_BG_MIZU_WATER,
ACTORTYPE_BG,
ROOM,

View file

@ -8,8 +8,7 @@ void BgMoriBigst_Destroy(BgMoriBigst* this, GlobalContext* globalCtx);
void BgMoriBigst_Update(BgMoriBigst* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Mori_Bigst_InitVars =
{
const ActorInit Bg_Mori_Bigst_InitVars = {
ACTOR_BG_MORI_BIGST,
ACTORTYPE_BG,
ROOM,

View file

@ -8,8 +8,7 @@ void BgMoriElevator_Destroy(BgMoriElevator* this, GlobalContext* globalCtx);
void BgMoriElevator_Update(BgMoriElevator* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Mori_Elevator_InitVars =
{
const ActorInit Bg_Mori_Elevator_InitVars = {
ACTOR_BG_MORI_ELEVATOR,
ACTORTYPE_BG,
ROOM,

View file

@ -8,8 +8,7 @@ void BgMoriHashigo_Destroy(BgMoriHashigo* this, GlobalContext* globalCtx);
void BgMoriHashigo_Update(BgMoriHashigo* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Mori_Hashigo_InitVars =
{
const ActorInit Bg_Mori_Hashigo_InitVars = {
ACTOR_BG_MORI_HASHIGO,
ACTORTYPE_BG,
ROOM,

View file

@ -8,8 +8,7 @@ void BgMoriHashira4_Destroy(BgMoriHashira4* this, GlobalContext* globalCtx);
void BgMoriHashira4_Update(BgMoriHashira4* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Mori_Hashira4_InitVars =
{
const ActorInit Bg_Mori_Hashira4_InitVars = {
ACTOR_BG_MORI_HASHIRA4,
ACTORTYPE_BG,
ROOM,

View file

@ -8,8 +8,7 @@ void BgMoriHineri_Destroy(BgMoriHineri* this, GlobalContext* globalCtx);
void BgMoriHineri_Update(BgMoriHineri* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Mori_Hineri_InitVars =
{
const ActorInit Bg_Mori_Hineri_InitVars = {
ACTOR_BG_MORI_HINERI,
ACTORTYPE_BG,
ROOM,

View file

@ -8,8 +8,7 @@ void BgMoriIdomizu_Destroy(BgMoriIdomizu* this, GlobalContext* globalCtx);
void BgMoriIdomizu_Update(BgMoriIdomizu* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Mori_Idomizu_InitVars =
{
const ActorInit Bg_Mori_Idomizu_InitVars = {
ACTOR_BG_MORI_IDOMIZU,
ACTORTYPE_BG,
ROOM,

View file

@ -8,8 +8,7 @@ void BgMoriKaitenkabe_Destroy(BgMoriKaitenkabe* this, GlobalContext* globalCtx);
void BgMoriKaitenkabe_Update(BgMoriKaitenkabe* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Mori_Kaitenkabe_InitVars =
{
const ActorInit Bg_Mori_Kaitenkabe_InitVars = {
ACTOR_BG_MORI_KAITENKABE,
ACTORTYPE_BG,
ROOM,

View file

@ -8,8 +8,7 @@ void BgMoriRakkatenjo_Destroy(BgMoriRakkatenjo* this, GlobalContext* globalCtx);
void BgMoriRakkatenjo_Update(BgMoriRakkatenjo* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Mori_Rakkatenjo_InitVars =
{
const ActorInit Bg_Mori_Rakkatenjo_InitVars = {
ACTOR_BG_MORI_RAKKATENJO,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgPoEvent_Update(BgPoEvent* this, GlobalContext* globalCtx);
void BgPoEvent_Draw(BgPoEvent* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Po_Event_InitVars =
{
const ActorInit Bg_Po_Event_InitVars = {
ACTOR_BG_PO_EVENT,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgPoSyokudai_Update(BgPoSyokudai* this, GlobalContext* globalCtx);
void BgPoSyokudai_Draw(BgPoSyokudai* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Po_Syokudai_InitVars =
{
const ActorInit Bg_Po_Syokudai_InitVars = {
ACTOR_BG_PO_SYOKUDAI,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgRelayObjects_Update(BgRelayObjects* this, GlobalContext* globalCtx);
void BgRelayObjects_Draw(BgRelayObjects* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Relay_Objects_InitVars =
{
const ActorInit Bg_Relay_Objects_InitVars = {
ACTOR_BG_RELAY_OBJECTS,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot00Hanebasi_Update(BgSpot00Hanebasi* this, GlobalContext* globalCtx);
void BgSpot00Hanebasi_Draw(BgSpot00Hanebasi* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot00_Hanebasi_InitVars =
{
const ActorInit Bg_Spot00_Hanebasi_InitVars = {
ACTOR_BG_SPOT00_HANEBASI,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot01Idohashira_Update(BgSpot01Idohashira* this, GlobalContext* globalCt
void BgSpot01Idohashira_Draw(BgSpot01Idohashira* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot01_Idohashira_InitVars =
{
const ActorInit Bg_Spot01_Idohashira_InitVars = {
ACTOR_BG_SPOT01_IDOHASHIRA,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot01Idomizu_Update(BgSpot01Idomizu* this, GlobalContext* globalCtx);
void BgSpot01Idomizu_Draw(BgSpot01Idomizu* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot01_Idomizu_InitVars =
{
const ActorInit Bg_Spot01_Idomizu_InitVars = {
ACTOR_BG_SPOT01_IDOMIZU,
ACTORTYPE_BG,
ROOM,

View file

@ -8,8 +8,7 @@ void BgSpot01Objects2_Destroy(BgSpot01Objects2* this, GlobalContext* globalCtx);
void BgSpot01Objects2_Update(BgSpot01Objects2* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot01_Objects2_InitVars =
{
const ActorInit Bg_Spot01_Objects2_InitVars = {
ACTOR_BG_SPOT01_OBJECTS2,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot02Objects_Update(BgSpot02Objects* this, GlobalContext* globalCtx);
void BgSpot02Objects_Draw(BgSpot02Objects* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot02_Objects_InitVars =
{
const ActorInit Bg_Spot02_Objects_InitVars = {
ACTOR_BG_SPOT02_OBJECTS,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot03Taki_Update(BgSpot03Taki* this, GlobalContext* globalCtx);
void BgSpot03Taki_Draw(BgSpot03Taki* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot03_Taki_InitVars =
{
const ActorInit Bg_Spot03_Taki_InitVars = {
ACTOR_BG_SPOT03_TAKI,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot05Soko_Update(BgSpot05Soko* this, GlobalContext* globalCtx);
void BgSpot05Soko_Draw(BgSpot05Soko* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot05_Soko_InitVars =
{
const ActorInit Bg_Spot05_Soko_InitVars = {
ACTOR_BG_SPOT05_SOKO,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot06Objects_Update(BgSpot06Objects* this, GlobalContext* globalCtx);
void BgSpot06Objects_Draw(BgSpot06Objects* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot06_Objects_InitVars =
{
const ActorInit Bg_Spot06_Objects_InitVars = {
ACTOR_BG_SPOT06_OBJECTS,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot07Taki_Update(BgSpot07Taki* this, GlobalContext* globalCtx);
void BgSpot07Taki_Draw(BgSpot07Taki* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot07_Taki_InitVars =
{
const ActorInit Bg_Spot07_Taki_InitVars = {
ACTOR_BG_SPOT07_TAKI,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot08Bakudankabe_Update(BgSpot08Bakudankabe* this, GlobalContext* global
void BgSpot08Bakudankabe_Draw(BgSpot08Bakudankabe* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot08_Bakudankabe_InitVars =
{
const ActorInit Bg_Spot08_Bakudankabe_InitVars = {
ACTOR_BG_SPOT08_BAKUDANKABE,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot08Iceblock_Update(BgSpot08Iceblock* this, GlobalContext* globalCtx);
void BgSpot08Iceblock_Draw(BgSpot08Iceblock* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot08_Iceblock_InitVars =
{
const ActorInit Bg_Spot08_Iceblock_InitVars = {
ACTOR_BG_SPOT08_ICEBLOCK,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot11Bakudankabe_Update(BgSpot11Bakudankabe* this, GlobalContext* global
void BgSpot11Bakudankabe_Draw(BgSpot11Bakudankabe* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot11_Bakudankabe_InitVars =
{
const ActorInit Bg_Spot11_Bakudankabe_InitVars = {
ACTOR_BG_SPOT11_BAKUDANKABE,
ACTORTYPE_BG,
ROOM,

View file

@ -7,8 +7,7 @@ void BgSpot11Oasis_Init(BgSpot11Oasis* this, GlobalContext* globalCtx);
void BgSpot11Oasis_Update(BgSpot11Oasis* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot11_Oasis_InitVars =
{
const ActorInit Bg_Spot11_Oasis_InitVars = {
ACTOR_BG_SPOT11_OASIS,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot12Gate_Update(BgSpot12Gate* this, GlobalContext* globalCtx);
void BgSpot12Gate_Draw(BgSpot12Gate* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot12_Gate_InitVars =
{
const ActorInit Bg_Spot12_Gate_InitVars = {
ACTOR_BG_SPOT12_GATE,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot12Saku_Update(BgSpot12Saku* this, GlobalContext* globalCtx);
void BgSpot12Saku_Draw(BgSpot12Saku* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot12_Saku_InitVars =
{
const ActorInit Bg_Spot12_Saku_InitVars = {
ACTOR_BG_SPOT12_SAKU,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot15Rrbox_Update(BgSpot15Rrbox* this, GlobalContext* globalCtx);
void BgSpot15Rrbox_Draw(BgSpot15Rrbox* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot15_Rrbox_InitVars =
{
const ActorInit Bg_Spot15_Rrbox_InitVars = {
ACTOR_BG_SPOT15_RRBOX,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot16Bombstone_Update(BgSpot16Bombstone* this, GlobalContext* globalCtx)
void BgSpot16Bombstone_Draw(BgSpot16Bombstone* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot16_Bombstone_InitVars =
{
const ActorInit Bg_Spot16_Bombstone_InitVars = {
ACTOR_BG_SPOT16_BOMBSTONE,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot16Doughnut_Update(BgSpot16Doughnut* this, GlobalContext* globalCtx);
void BgSpot16Doughnut_Draw(BgSpot16Doughnut* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot16_Doughnut_InitVars =
{
const ActorInit Bg_Spot16_Doughnut_InitVars = {
ACTOR_BG_SPOT16_DOUGHNUT,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot17Bakudankabe_Update(BgSpot17Bakudankabe* this, GlobalContext* global
void BgSpot17Bakudankabe_Draw(BgSpot17Bakudankabe* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot17_Bakudankabe_InitVars =
{
const ActorInit Bg_Spot17_Bakudankabe_InitVars = {
ACTOR_BG_SPOT17_BAKUDANKABE,
ACTORTYPE_BG,
ROOM,

View file

@ -8,8 +8,7 @@ void BgSpot17Funen_Destroy(BgSpot17Funen* this, GlobalContext* globalCtx);
void BgSpot17Funen_Update(BgSpot17Funen* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot17_Funen_InitVars =
{
const ActorInit Bg_Spot17_Funen_InitVars = {
ACTOR_BG_SPOT17_FUNEN,
ACTORTYPE_SWITCH,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot18Basket_Update(BgSpot18Basket* this, GlobalContext* globalCtx);
void BgSpot18Basket_Draw(BgSpot18Basket* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot18_Basket_InitVars =
{
const ActorInit Bg_Spot18_Basket_InitVars = {
ACTOR_BG_SPOT18_BASKET,
ACTORTYPE_PROP,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot18Obj_Update(BgSpot18Obj* this, GlobalContext* globalCtx);
void BgSpot18Obj_Draw(BgSpot18Obj* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot18_Obj_InitVars =
{
const ActorInit Bg_Spot18_Obj_InitVars = {
ACTOR_BG_SPOT18_OBJ,
ACTORTYPE_BG,
ROOM,

View file

@ -9,8 +9,7 @@ void BgSpot18Shutter_Update(BgSpot18Shutter* this, GlobalContext* globalCtx);
void BgSpot18Shutter_Draw(BgSpot18Shutter* this, GlobalContext* globalCtx);
/*
const ActorInit Bg_Spot18_Shutter_InitVars =
{
const ActorInit Bg_Spot18_Shutter_InitVars = {
ACTOR_BG_SPOT18_SHUTTER,
ACTORTYPE_PROP,
ROOM,

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