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https://github.com/HarbourMasters/Shipwright.git
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71662c56b5
* Actor Flags update * player state1 flags; cleanup; prep for state2 and state3 * Player state2 * player state3 * Rename flags in Player tab
60 lines
2.0 KiB
C
60 lines
2.0 KiB
C
#include "global.h"
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#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)
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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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const ActorInit Player_InitVars = {
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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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(ActorFunc)PlayerCall_Init,
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(ActorFunc)PlayerCall_Destroy,
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(ActorFunc)PlayerCall_Update,
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(ActorFunc)PlayerCall_Draw,
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NULL,
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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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