#ifndef ACTOR_PROFILE_H #define ACTOR_PROFILE_H #include "ultra64.h" struct Actor; struct PlayState; #define DEFINE_ACTOR(_0, enum, _2, _3) enum, #define DEFINE_ACTOR_INTERNAL(_0, enum, _2, _3) enum, #define DEFINE_ACTOR_UNSET(enum) enum, typedef enum ActorID { #include "tables/actor_table.h" /* 0x0192 */ ACTOR_ID_MAX // originally "ACTOR_DLF_MAX" } ActorID; #undef DEFINE_ACTOR #undef DEFINE_ACTOR_INTERNAL #undef DEFINE_ACTOR_UNSET typedef enum ActorCategory { /* 0x00 */ ACTORCAT_SWITCH, /* 0x01 */ ACTORCAT_BG, /* 0x02 */ ACTORCAT_PLAYER, /* 0x03 */ ACTORCAT_EXPLOSIVE, /* 0x04 */ ACTORCAT_NPC, /* 0x05 */ ACTORCAT_ENEMY, /* 0x06 */ ACTORCAT_PROP, /* 0x07 */ ACTORCAT_ITEMACTION, /* 0x08 */ ACTORCAT_MISC, /* 0x09 */ ACTORCAT_BOSS, /* 0x0A */ ACTORCAT_DOOR, /* 0x0B */ ACTORCAT_CHEST, /* 0x0C */ ACTORCAT_MAX } ActorCategory; typedef void (*ActorFunc)(struct Actor*, struct PlayState*); typedef struct ActorProfile { /* 0x00 */ s16 id; /* 0x02 */ u8 category; // Classifies actor and determines when it will update or draw /* 0x04 */ u32 flags; /* 0x08 */ s16 objectId; /* 0x0C */ u32 instanceSize; /* 0x10 */ ActorFunc init; // Constructor /* 0x14 */ ActorFunc destroy; // Destructor /* 0x18 */ ActorFunc update; // Update Function /* 0x1C */ ActorFunc draw; // Draw function } ActorProfile; // size = 0x20 #endif