#include "global.h" #define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED | ACTOR_FLAG_NO_FREEZE_OCARINA | ACTOR_FLAG_CAN_PRESS_SWITCH) 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); const ActorInit Player_InitVars = { ACTOR_PLAYER, ACTORCAT_PLAYER, FLAGS, OBJECT_GAMEPLAY_KEEP, sizeof(Player), (ActorFunc)PlayerCall_Init, (ActorFunc)PlayerCall_Destroy, (ActorFunc)PlayerCall_Update, (ActorFunc)PlayerCall_Draw, NULL, }; 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); }