mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-12-18 06:12:20 -05:00
596ea5ebbb
Co-authored-by: jordanpg <jordanpg@users.noreply.github.com>
387 lines
16 KiB
C
387 lines
16 KiB
C
#ifndef Z64ACTOR_H
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#define Z64ACTOR_H
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#include "z64dma.h"
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#include "z64animation.h"
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#include "z64math.h"
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#include "z64collision_check.h"
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#include "z64bgcheck.h"
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#include "soh/Enhancements/item-tables/ItemTableTypes.h"
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#include "z64actor_enum.h"
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#include "soh/Enhancements/randomizer/randomizerTypes.h"
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#define ACTOR_NUMBER_MAX 2000
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#define INVISIBLE_ACTOR_MAX 20
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#define AM_FIELD_SIZE 0x27A0
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#define MASS_IMMOVABLE 0xFF // Cannot be pushed by OC collisions
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#define MASS_HEAVY 0xFE // Can only be pushed by OC collisions with IMMOVABLE and HEAVY objects.
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struct Actor;
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struct PlayState;
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struct Lights;
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typedef void (*ActorFunc)(struct Actor*, struct PlayState*);
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typedef void (*ActorResetFunc)(void);
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typedef void (*ActorShadowFunc)(struct Actor*, struct Lights*, struct PlayState*);
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typedef u16 (*NpcGetTextIdFunc)(struct PlayState*, struct Actor*);
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typedef s16 (*NpcUpdateTalkStateFunc)(struct PlayState*, struct Actor*);
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typedef struct {
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Vec3f pos;
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Vec3s rot;
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} PosRot; // size = 0x14
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typedef struct {
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/* 0x00 */ s16 id;
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/* 0x02 */ u8 category; // Classifies actor and determines when it will update or draw
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/* 0x04 */ u32 flags;
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/* 0x08 */ s16 objectId;
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/* 0x0C */ u32 instanceSize;
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/* 0x10 */ ActorFunc init; // Constructor
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/* 0x14 */ ActorFunc destroy; // Destructor
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/* 0x18 */ ActorFunc update; // Update Function
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/* 0x1C */ ActorFunc draw; // Draw function
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/* 0x20 */ ActorResetFunc reset;
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} ActorInit; // size = 0x20
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typedef enum {
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/* 0 */ ALLOCTYPE_NORMAL,
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/* 1 */ ALLOCTYPE_ABSOLUTE,
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/* 2 */ ALLOCTYPE_PERMANENT
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} AllocType;
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typedef struct {
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u8 table[32];
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} DamageTable;
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typedef struct {
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/* 0x00 */ u8 health;
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/* 0x02 */ s16 cylRadius;
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/* 0x04 */ s16 cylHeight;
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/* 0x06 */ u8 mass;
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} CollisionCheckInfoInit;
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typedef struct {
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/* 0x00 */ u8 health;
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/* 0x02 */ s16 cylRadius;
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/* 0x04 */ s16 cylHeight;
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/* 0x06 */ s16 cylYShift;
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/* 0x08 */ u8 mass;
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} CollisionCheckInfoInit2;
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typedef struct {
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/* 0x00 */ DamageTable* damageTable;
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/* 0x04 */ Vec3f displacement; // Amount to correct actor velocity by when colliding into a body
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/* 0x10 */ s16 cylRadius; // Used for various purposes
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/* 0x12 */ s16 cylHeight; // Used for various purposes
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/* 0x14 */ s16 cylYShift; // Unused. Purpose inferred from Cylinder16 and CollisionCheck_CylSideVsLineSeg
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/* 0x16 */ u8 mass; // Used to compute displacement for OC collisions
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/* 0x17 */ u8 health; // Note: some actors may use their own health variable instead of this one
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/* 0x18 */ u8 damage; // Amount to decrement health by
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/* 0x19 */ u8 damageEffect; // Stores what effect should occur when hit by a weapon
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/* 0x1A */ u8 atHitEffect; // Stores what effect should occur when AT connects with an AC
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/* 0x1B */ u8 acHitEffect; // Stores what effect should occur when AC is touched by an AT
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} CollisionCheckInfo; // size = 0x1C
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typedef struct {
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/* 0x00 */ Vec3s rot; // Current actor shape rotation
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/* 0x06 */ s16 face; // Used to index eyebrow/eye/mouth textures. Only used by player
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/* 0x08 */ f32 yOffset; // Model y axis offset. Represents model space units
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/* 0x0C */ ActorShadowFunc shadowDraw; // Shadow draw function
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/* 0x10 */ f32 shadowScale; // Changes the size of the shadow
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/* 0x14 */ u8 shadowAlpha; // Default is 255
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/* 0x15 */ u8 feetFloorFlags; // Set if the actor's foot is clipped under the floor. & 1 is right foot, & 2 is left
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/* 0x18 */ Vec3f feetPos[2]; // Update by using `Actor_SetFeetPos` in PostLimbDraw
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} ActorShape; // size = 0x30
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#define ACTOR_FLAG_TARGETABLE (1 << 0)
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#define ACTOR_FLAG_HOSTILE (1 << 2)
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#define ACTOR_FLAG_FRIENDLY (1 << 3)
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#define ACTOR_FLAG_UPDATE_WHILE_CULLED (1 << 4)
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#define ACTOR_FLAG_DRAW_WHILE_CULLED (1 << 5)
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#define ACTOR_FLAG_ACTIVE (1 << 6)
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#define ACTOR_FLAG_LENS (1 << 7)
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#define ACTOR_FLAG_PLAYER_TALKED_TO (1 << 8)
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#define ACTOR_FLAG_HOOKSHOT_DRAGS (1 << 9)
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#define ACTOR_FLAG_DRAGGED_BY_HOOKSHOT (1 << 10)
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#define ACTOR_FLAG_ENKUSA_CUT (1 << 11)
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#define ACTOR_FLAG_IGNORE_QUAKE (1 << 12)
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#define ACTOR_FLAG_HOOKSHOT_ATTACHED (1 << 13)
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#define ACTOR_FLAG_ARROW_DRAGGABLE (1 << 14)
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#define ACTOR_FLAG_DRAGGED_BY_ARROW (1 << 15)
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#define ACTOR_FLAG_WILL_TALK (1 << 16)
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#define ACTOR_FLAG_PILLAR_PICKUP (1 << 17)
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#define ACTOR_FLAG_NAVI_HAS_INFO (1 << 18)
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#define ACTOR_FLAG_SFX_AT_POS (1 << 19)
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#define ACTOR_FLAG_SFX_AT_CENTER (1 << 20)
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#define ACTOR_FLAG_SFX_AT_CENTER2 (1 << 21)
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#define ACTOR_FLAG_IGNORE_POINTLIGHTS (1 << 22)
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#define ACTOR_FLAG_ALWAYS_THROWN (1 << 23)
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#define ACTOR_FLAG_PLAY_HIT_SFX (1 << 24)
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#define ACTOR_FLAG_NO_FREEZE_OCARINA (1 << 25)
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#define ACTOR_FLAG_CAN_PRESS_SWITCH (1 << 26)
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#define ACTOR_FLAG_NO_LOCKON (1 << 27)
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#define ACTOR_FLAG_SFX_AS_TIMER (1 << 28)
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typedef struct Actor {
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/* 0x000 */ s16 id; // Actor ID
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/* 0x002 */ u8 category; // Actor category. Refer to the corresponding enum for values
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/* 0x003 */ s8 room; // Room number the actor is in. -1 denotes that the actor won't despawn on a room change
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/* 0x004 */ u32 flags; // Flags used for various purposes
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/* 0x008 */ PosRot home; // Initial position/rotation when spawned. Can be used for other purposes
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/* 0x01C */ s16 params; // Configurable variable set by the actor's spawn data; original name: "args_data"
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/* 0x01E */ s8 objBankIndex; // Object bank index of the actor's object dependency; original name: "bank"
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/* 0x01F */ s8 targetMode; // Controls how far the actor can be targeted from and how far it can stay locked on
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/* 0x020 */ u16 sfx; // SFX ID to play. Sound plays when value is set, then is cleared the following update cycle
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/* 0x024 */ PosRot world; // Position/rotation in the world
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/* 0x038 */ PosRot focus; // Target reticle focuses on this position. For player this represents head pos and rot
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/* 0x04C */ f32 targetArrowOffset; // Height offset of the target arrow relative to `focus` position
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/* 0x050 */ Vec3f scale; // Scale of the actor in each axis
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/* 0x05C */ Vec3f velocity; // Velocity of the actor in each axis
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/* 0x068 */ f32 speedXZ; // How fast the actor is traveling along the XZ plane
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/* 0x06C */ f32 gravity; // Acceleration due to gravity. Value is added to Y velocity every frame
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/* 0x070 */ f32 minVelocityY; // Sets the lower bounds cap on velocity along the Y axis
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/* 0x074 */ CollisionPoly* wallPoly; // Wall polygon the actor is touching
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/* 0x078 */ CollisionPoly* floorPoly; // Floor polygon directly below the actor
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/* 0x07C */ u8 wallBgId; // Bg ID of the wall polygon the actor is touching
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/* 0x07D */ u8 floorBgId; // Bg ID of the floor polygon directly below the actor
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/* 0x07E */ s16 wallYaw; // Y rotation of the wall polygon the actor is touching
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/* 0x080 */ f32 floorHeight; // Y position of the floor polygon directly below the actor
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/* 0x084 */ f32 yDistToWater; // Distance to the surface of active waterbox. Negative value means above water
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/* 0x088 */ u16 bgCheckFlags; // See comments below actor struct for wip docs. TODO: macros for these flags
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/* 0x08A */ s16 yawTowardsPlayer; // Y rotation difference between the actor and the player
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/* 0x08C */ f32 xyzDistToPlayerSq; // Squared distance between the actor and the player
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/* 0x090 */ f32 xzDistToPlayer; // Distance between the actor and the player in the XZ plane
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/* 0x094 */ f32 yDistToPlayer; // Dist is negative if the actor is above the player
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/* 0x098 */ CollisionCheckInfo colChkInfo; // Variables related to the Collision Check system
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/* 0x0B4 */ ActorShape shape; // Variables related to the physical shape of the actor
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/* 0x0E4 */ Vec3f projectedPos; // Position of the actor in projected space
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/* 0x0F0 */ f32 projectedW; // w component of the projected actor position
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/* 0x0F4 */ f32 uncullZoneForward; // Amount to increase the uncull zone forward by (in projected space)
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/* 0x0F8 */ f32 uncullZoneScale; // Amount to increase the uncull zone scale by (in projected space)
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/* 0x0FC */ f32 uncullZoneDownward; // Amount to increase uncull zone downward by (in projected space)
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/* 0x100 */ Vec3f prevPos; // World position from the previous update cycle
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/* 0x10C */ u8 isTargeted; // Set to true if the actor is currently being targeted by the player
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/* 0x10D */ u8 targetPriority; // Lower values have higher priority. Resets to 0 when player stops targeting
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/* 0x10E */ u16 textId; // Text ID to pass to link/display when interacting with the actor
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/* 0x110 */ u16 freezeTimer; // Actor does not update when set. Timer decrements automatically
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/* 0x112 */ u16 colorFilterParams; // Set color filter to red, blue, or white. Toggle opa or xlu
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/* 0x114 */ u8 colorFilterTimer; // A non-zero value enables the color filter. Decrements automatically
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/* 0x115 */ u8 isDrawn; // Set to true if the actor is currently being drawn. Always stays false for lens actors
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/* 0x116 */ u8 dropFlag; // Configures what item is dropped by the actor from `Item_DropCollectibleRandom`
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/* 0x117 */ u8 naviEnemyId; // Sets what 0600 dialog to display when talking to navi. Default 0xFF
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/* 0x118 */ struct Actor* parent; // Usage is actor specific. Set if actor is spawned via `Actor_SpawnAsChild`
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/* 0x11C */ struct Actor* child; // Usage is actor specific. Set if actor is spawned via `Actor_SpawnAsChild`
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/* 0x120 */ struct Actor* prev; // Previous actor of this category
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/* 0x124 */ struct Actor* next; // Next actor of this category
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/* 0x128 */ ActorFunc init; // Initialization Routine. Called by `Actor_Init` or `Actor_UpdateAll`
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/* 0x12C */ ActorFunc destroy; // Destruction Routine. Called by `Actor_Destroy`
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/* 0x130 */ ActorFunc update; // Update Routine. Called by `Actor_UpdateAll`
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/* 0x134 */ ActorFunc draw; // Draw Routine. Called by `Actor_Draw`
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/* 0x138 */ ActorResetFunc reset;
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/* 0x13C */ char dbgPad[0x10]; // Padding that only exists in the debug rom
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// #region SOH [General]
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/* */ u8 maximumHealth; // Max health value for use with health bars, set on actor init
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// #endregion
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} Actor; // size = 0x14C
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typedef enum {
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/* 0 */ FOOT_LEFT,
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/* 1 */ FOOT_RIGHT
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} ActorFootIndex;
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/*
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BgCheckFlags WIP documentation:
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& 0x001 : Standing on the ground
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& 0x002 : Has touched the ground (only active for 1 frame)
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& 0x004 : Has left the ground (only active for 1 frame)
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& 0x008 : Touching a wall
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& 0x010 : Touching a ceiling
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& 0x020 : On or below water surface
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& 0x040 : Has touched water (actor is responsible for unsetting this the frame it touches the water)
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& 0x080 : Similar to & 0x1 but with no velocity check and is cleared every frame
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& 0x100 : Crushed between a floor and ceiling (triggers a void for player)
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& 0x200 : Unknown (only set/used by player so far)
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*/
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/*
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colorFilterParams WIP documentation
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& 0x8000 : white
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& 0x4000 : red
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if neither of the above are set : blue
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(& 0x1F00 >> 5) | 7 : color intensity
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0x2000 : translucent, else opaque
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*/
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typedef struct DynaPolyActor {
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/* 0x000 */ struct Actor actor;
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/* 0x14C */ s32 bgId;
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/* 0x150 */ f32 unk_150;
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/* 0x154 */ f32 unk_154;
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/* 0x158 */ s16 unk_158; // y rotation?
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/* 0x15A */ u16 unk_15A;
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/* 0x15C */ u32 unk_15C;
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/* 0x160 */ u8 unk_160;
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/* 0x162 */ s16 unk_162;
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} DynaPolyActor; // size = 0x164
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typedef struct {
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/* 0x00 */ MtxF* matrices;
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/* 0x04 */ s16* objectIds;
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/* 0x08 */ s16 count;
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/* 0x0C */ Gfx** dLists;
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/* 0x10 */ s32 val; // used for various purposes: both a status indicator and counter
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/* 0x14 */ s32 prevLimbIndex;
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} BodyBreak;
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#define BODYBREAK_OBJECT_DEFAULT -1 // use the same object as the actor
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#define BODYBREAK_STATUS_READY -1
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#define BODYBREAK_STATUS_FINISHED 0
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typedef enum {
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/* 0x00 */ ITEM00_RUPEE_GREEN,
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/* 0x01 */ ITEM00_RUPEE_BLUE,
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/* 0x02 */ ITEM00_RUPEE_RED,
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/* 0x03 */ ITEM00_HEART,
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/* 0x04 */ ITEM00_BOMBS_A,
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/* 0x05 */ ITEM00_ARROWS_SINGLE,
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/* 0x06 */ ITEM00_HEART_PIECE,
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/* 0x07 */ ITEM00_HEART_CONTAINER,
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/* 0x08 */ ITEM00_ARROWS_SMALL,
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/* 0x09 */ ITEM00_ARROWS_MEDIUM,
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/* 0x0A */ ITEM00_ARROWS_LARGE,
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/* 0x0B */ ITEM00_BOMBS_B,
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/* 0x0C */ ITEM00_NUTS,
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/* 0x0D */ ITEM00_STICK,
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/* 0x0E */ ITEM00_MAGIC_LARGE,
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/* 0x0F */ ITEM00_MAGIC_SMALL,
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/* 0x10 */ ITEM00_SEEDS,
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/* 0x11 */ ITEM00_SMALL_KEY,
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/* 0x12 */ ITEM00_FLEXIBLE,
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/* 0x13 */ ITEM00_RUPEE_ORANGE,
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/* 0x14 */ ITEM00_RUPEE_PURPLE,
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/* 0x15 */ ITEM00_SHIELD_DEKU,
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/* 0x16 */ ITEM00_SHIELD_HYLIAN,
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/* 0x17 */ ITEM00_TUNIC_ZORA,
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/* 0x18 */ ITEM00_TUNIC_GORON,
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/* 0x19 */ ITEM00_BOMBS_SPECIAL,
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/* 0x1A */ ITEM00_BOMBCHU,
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/* 0x1B */ ITEM00_SOH_DUMMY,
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/* 0x1C */ ITEM00_SOH_GIVE_ITEM_ENTRY,
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/* 0x1D */ ITEM00_SOH_GIVE_ITEM_ENTRY_GI,
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/* 0x1E */ ITEM00_MAX,
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/* 0xFF */ ITEM00_NONE = 0xFF
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} Item00Type;
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struct EnItem00;
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typedef void (*EnItem00ActionFunc)(struct EnItem00*, struct PlayState*);
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typedef struct EnItem00 {
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/* 0x000 */ Actor actor;
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/* 0x14C */ EnItem00ActionFunc actionFunc;
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/* 0x150 */ s16 collectibleFlag;
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/* 0x152 */ s16 getItemId;
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/* 0x154 */ s16 unk_154;
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/* 0x156 */ s16 unk_156;
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/* 0x158 */ s16 unk_158;
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/* 0x15A */ s16 unk_15A;
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/* 0x15C */ f32 scale;
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/* 0x160 */ ColliderCylinder collider;
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// #region SOH [Randomizer]
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GetItemEntry randoGiEntry;
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RandomizerCheck randoCheck;
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RandomizerInf randoInf;
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/* */ s16 ogParams;
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/* */ GetItemEntry itemEntry;
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// #endregion
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} EnItem00; // size = 0x1AC
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// Only A_OBJ_SIGNPOST_OBLONG and A_OBJ_SIGNPOST_ARROW are used in room files.
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typedef enum {
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/* 0x00 */ A_OBJ_BLOCK_SMALL,
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/* 0x01 */ A_OBJ_BLOCK_LARGE,
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/* 0x02 */ A_OBJ_BLOCK_HUGE,
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/* 0x03 */ A_OBJ_BLOCK_SMALL_ROT,
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/* 0x04 */ A_OBJ_BLOCK_LARGE_ROT,
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/* 0x05 */ A_OBJ_CUBE_SMALL,
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/* 0x06 */ A_OBJ_UNKNOWN_6,
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/* 0x07 */ A_OBJ_GRASS_CLUMP,
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/* 0x08 */ A_OBJ_TREE_STUMP,
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/* 0x09 */ A_OBJ_SIGNPOST_OBLONG,
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/* 0x0A */ A_OBJ_SIGNPOST_ARROW,
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/* 0x0B */ A_OBJ_BOULDER_FRAGMENT,
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/* 0x0C */ A_OBJ_MAX
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} AObjType;
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struct EnAObj;
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typedef void (*EnAObjActionFunc)(struct EnAObj*, struct PlayState*);
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typedef struct EnAObj {
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/* 0x000 */ DynaPolyActor dyna;
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/* 0x164 */ EnAObjActionFunc actionFunc;
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/* 0x168 */ s32 rotateWaitTimer;
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/* 0x16C */ s16 textId;
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/* 0x16E */ s16 rotateState;
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/* 0x170 */ s16 rotateForTimer;
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/* 0x172 */ s16 rotSpeedY;
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/* 0x174 */ s16 rotSpeedX;
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/* 0x178 */ f32 focusYoffset;
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/* 0x17C */ ColliderCylinder collider;
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} EnAObj; // size = 0x1C8
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typedef enum {
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/* 0x00 */ ACTORCAT_SWITCH,
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/* 0x01 */ ACTORCAT_BG,
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/* 0x02 */ ACTORCAT_PLAYER,
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/* 0x03 */ ACTORCAT_EXPLOSIVE,
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/* 0x04 */ ACTORCAT_NPC,
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/* 0x05 */ ACTORCAT_ENEMY,
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/* 0x06 */ ACTORCAT_PROP,
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/* 0x07 */ ACTORCAT_ITEMACTION,
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/* 0x08 */ ACTORCAT_MISC,
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/* 0x09 */ ACTORCAT_BOSS,
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/* 0x0A */ ACTORCAT_DOOR,
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/* 0x0B */ ACTORCAT_CHEST,
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/* 0x0C */ ACTORCAT_MAX
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} ActorCategory;
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//#define DEFINE_ACTOR(_0, enum, _2) enum,
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typedef enum {
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DOORLOCK_NORMAL,
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DOORLOCK_BOSS,
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DOORLOCK_NORMAL_SPIRIT
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} DoorLockType;
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typedef enum {
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/* 0x0 */ NPC_TALK_STATE_IDLE, // NPC not currently talking to player
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/* 0x1 */ NPC_TALK_STATE_TALKING, // NPC is currently talking to player
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/* 0x2 */ NPC_TALK_STATE_ACTION, // An NPC-defined action triggered in the conversation
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/* 0x3 */ NPC_TALK_STATE_ITEM_GIVEN // NPC finished giving an item and text box is done
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} NpcTalkState;
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typedef enum {
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/* 0x0 */ NPC_TRACKING_PLAYER_AUTO_TURN, // Determine tracking mode based on player position, see Npc_UpdateAutoTurn
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/* 0x1 */ NPC_TRACKING_NONE, // Don't track the target (usually the player)
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/* 0x2 */ NPC_TRACKING_HEAD_AND_TORSO, // Track target by turning the head and the torso
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/* 0x3 */ NPC_TRACKING_HEAD, // Track target by turning the head
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/* 0x4 */ NPC_TRACKING_FULL_BODY // Track target by turning the body, torso and head
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} NpcTrackingMode;
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typedef struct {
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/* 0x00 */ s16 talkState;
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/* 0x02 */ s16 trackingMode;
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/* 0x04 */ s16 autoTurnTimer;
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/* 0x06 */ s16 autoTurnState;
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/* 0x08 */ Vec3s headRot;
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/* 0x0E */ Vec3s torsoRot;
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/* 0x14 */ f32 yOffset; // Y position offset to add to actor position when calculating angle to target
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/* 0x18 */ Vec3f trackPos;
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/* 0x24 */ char unk_24[0x4];
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} NpcInteractInfo; // size = 0x28
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#endif
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