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* z64env_flags, z64quest_hint_commands * z64cutscene_spline, z64save.h moved from z64.h * bss * pr suggestion * bss * suggestions
63 lines
2.2 KiB
C
63 lines
2.2 KiB
C
#include "global.h"
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#define FLAGS \
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(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_CULLING_DISABLED | \
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ACTOR_FLAG_DRAW_CULLING_DISABLED | ACTOR_FLAG_UPDATE_DURING_OCARINA | ACTOR_FLAG_CAN_PRESS_SWITCHES)
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#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
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"ntsc-1.2:128 pal-1.1:128"
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void (*sPlayerCallInitFunc)(Actor* thisx, PlayState* play);
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void (*sPlayerCallDestroyFunc)(Actor* thisx, PlayState* play);
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void (*sPlayerCallUpdateFunc)(Actor* thisx, PlayState* play);
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void (*sPlayerCallDrawFunc)(Actor* thisx, PlayState* play);
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void PlayerCall_Init(Actor* thisx, PlayState* play);
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void PlayerCall_Destroy(Actor* thisx, PlayState* play);
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void PlayerCall_Update(Actor* thisx, PlayState* play);
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void PlayerCall_Draw(Actor* thisx, PlayState* play);
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void Player_Init(Actor* thisx, PlayState* play);
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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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ActorProfile Player_Profile = {
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/**/ ACTOR_PLAYER,
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/**/ ACTORCAT_PLAYER,
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/**/ FLAGS,
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/**/ OBJECT_GAMEPLAY_KEEP,
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/**/ sizeof(Player),
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/**/ PlayerCall_Init,
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/**/ PlayerCall_Destroy,
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/**/ PlayerCall_Update,
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/**/ PlayerCall_Draw,
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};
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void PlayerCall_InitFuncPtrs(void) {
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sPlayerCallInitFunc = KaleidoManager_GetRamAddr(Player_Init);
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sPlayerCallDestroyFunc = KaleidoManager_GetRamAddr(Player_Destroy);
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sPlayerCallUpdateFunc = KaleidoManager_GetRamAddr(Player_Update);
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sPlayerCallDrawFunc = KaleidoManager_GetRamAddr(Player_Draw);
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}
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void PlayerCall_Init(Actor* thisx, PlayState* play) {
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KaleidoScopeCall_LoadPlayer();
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PlayerCall_InitFuncPtrs();
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sPlayerCallInitFunc(thisx, play);
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}
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void PlayerCall_Destroy(Actor* thisx, PlayState* play) {
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KaleidoScopeCall_LoadPlayer();
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sPlayerCallDestroyFunc(thisx, play);
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}
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void PlayerCall_Update(Actor* thisx, PlayState* play) {
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KaleidoScopeCall_LoadPlayer();
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sPlayerCallUpdateFunc(thisx, play);
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}
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void PlayerCall_Draw(Actor* thisx, PlayState* play) {
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KaleidoScopeCall_LoadPlayer();
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sPlayerCallDrawFunc(thisx, play);
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}
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