add ActorResetFunc for courtyard guards (#1213)

Co-authored-by: briaguya <briaguya@alice>
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briaguya 2022-08-16 21:50:52 -04:00 committed by GitHub
parent 01b7fedc35
commit 6206cd7db0
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1 changed files with 6 additions and 1 deletions

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@ -14,6 +14,7 @@ void EnHeishi1_Init(Actor* thisx, GlobalContext* globalCtx);
void EnHeishi1_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnHeishi1_Update(Actor* thisx, GlobalContext* globalCtx);
void EnHeishi1_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnHeishi1_Reset(void);
void EnHeishi1_SetupWait(EnHeishi1* this, GlobalContext* globalCtx);
void EnHeishi1_SetupWalk(EnHeishi1* this, GlobalContext* globalCtx);
@ -41,7 +42,7 @@ const ActorInit En_Heishi1_InitVars = {
(ActorFunc)EnHeishi1_Destroy,
(ActorFunc)EnHeishi1_Update,
(ActorFunc)EnHeishi1_Draw,
NULL,
(ActorResetFunc)EnHeishi1_Reset,
};
static f32 sAnimParamsInit[][8] = {
@ -64,6 +65,10 @@ static s32 sCamDataIdxs[] = {
static s16 sWaypoints[] = { 0, 4, 1, 5, 2, 6, 3, 7 };
void EnHeishi1_Reset(void) {
sHeishi1PlayerIsCaught = false;
}
void EnHeishi1_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnHeishi1* this = (EnHeishi1*)thisx;