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oot/src/code/z_player_call.c
Dragorn421 7056423e5b
[ntsc-1.2] Decompile cic6105.c, main.c (#2068)
* decompile-OK Main, cic6105.c

* names cleanup / minimal doc

* match versions

* fix bad disasm metadata format

* bss

* bss

* review 1

* review 2

* review 3

* review 4

* cleanup

* bss

* add some sizes to disasm metadata symbols
2024-08-25 16:00:10 +02:00

60 lines
2 KiB
C

#include "global.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25 | ACTOR_FLAG_26)
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128"
void (*sPlayerCallInitFunc)(Actor* thisx, PlayState* play);
void (*sPlayerCallDestroyFunc)(Actor* thisx, PlayState* play);
void (*sPlayerCallUpdateFunc)(Actor* thisx, PlayState* play);
void (*sPlayerCallDrawFunc)(Actor* thisx, PlayState* play);
void PlayerCall_Init(Actor* thisx, PlayState* play);
void PlayerCall_Destroy(Actor* thisx, PlayState* play);
void PlayerCall_Update(Actor* thisx, PlayState* play);
void PlayerCall_Draw(Actor* thisx, PlayState* play);
void Player_Init(Actor* thisx, PlayState* play);
void Player_Destroy(Actor* thisx, PlayState* play);
void Player_Update(Actor* thisx, PlayState* play);
void Player_Draw(Actor* thisx, PlayState* play);
ActorProfile Player_Profile = {
/**/ ACTOR_PLAYER,
/**/ ACTORCAT_PLAYER,
/**/ FLAGS,
/**/ OBJECT_GAMEPLAY_KEEP,
/**/ sizeof(Player),
/**/ PlayerCall_Init,
/**/ PlayerCall_Destroy,
/**/ PlayerCall_Update,
/**/ PlayerCall_Draw,
};
void PlayerCall_InitFuncPtrs(void) {
sPlayerCallInitFunc = KaleidoManager_GetRamAddr(Player_Init);
sPlayerCallDestroyFunc = KaleidoManager_GetRamAddr(Player_Destroy);
sPlayerCallUpdateFunc = KaleidoManager_GetRamAddr(Player_Update);
sPlayerCallDrawFunc = KaleidoManager_GetRamAddr(Player_Draw);
}
void PlayerCall_Init(Actor* thisx, PlayState* play) {
KaleidoScopeCall_LoadPlayer();
PlayerCall_InitFuncPtrs();
sPlayerCallInitFunc(thisx, play);
}
void PlayerCall_Destroy(Actor* thisx, PlayState* play) {
KaleidoScopeCall_LoadPlayer();
sPlayerCallDestroyFunc(thisx, play);
}
void PlayerCall_Update(Actor* thisx, PlayState* play) {
KaleidoScopeCall_LoadPlayer();
sPlayerCallUpdateFunc(thisx, play);
}
void PlayerCall_Draw(Actor* thisx, PlayState* play) {
KaleidoScopeCall_LoadPlayer();
sPlayerCallDrawFunc(thisx, play);
}