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https://github.com/ACreTeam/ac-decomp
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Implement & link ac_normal_npc
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#include "ac_normal_npc.h"
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#include "m_common_data.h"
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static void aNOR_actor_ct(ACTOR* actorx, GAME* game);
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static void aNOR_actor_dt(ACTOR* actorx, GAME* game);
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static void aNOR_actor_move(ACTOR* actorx, GAME* game);
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static void aNOR_actor_draw(ACTOR* actorx, GAME* game);
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static void aNOR_actor_init(ACTOR* actorx, GAME* game);
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static void aNOR_actor_save(ACTOR* actorx, GAME* game);
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// clang-format off
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ACTOR_PROFILE Normal_Npc_Profile = {
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mAc_PROFILE_NORMAL_NPC,
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ACTOR_PART_NPC,
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ACTOR_STATE_NONE,
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EMPTY_NO,
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ACTOR_OBJ_BANK_KEEP,
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sizeof(NORMAL_NPC_ACTOR),
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aNOR_actor_ct,
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aNOR_actor_dt,
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aNOR_actor_init,
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mActor_NONE_PROC1,
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aNOR_actor_save,
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};
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// clang-format on
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static void aNOR_actor_ct(ACTOR* actorx, GAME* game) {
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static aNPC_ct_data_c ct_data = {
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// clang-format off
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aNOR_actor_move,
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aNOR_actor_draw,
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aNPC_CT_SCHED_TYPE_NORMAL,
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NULL,
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NULL,
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NULL,
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0,
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// clang-format on
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};
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if (CLIP(npc_clip)->birth_check_proc(actorx, game) == TRUE) {
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CLIP(npc_clip)->ct_proc(actorx, game, &ct_data);
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}
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}
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static void aNOR_actor_dt(ACTOR* actorx, GAME* game) {
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CLIP(npc_clip)->dt_proc(actorx, game);
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}
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static void aNOR_actor_save(ACTOR* actorx, GAME* game) {
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CLIP(npc_clip)->save_proc(actorx, game);
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}
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static void aNOR_actor_init(ACTOR* actorx, GAME* game) {
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CLIP(npc_clip)->init_proc(actorx, game);
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}
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static void aNOR_actor_move(ACTOR* actorx, GAME* game) {
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CLIP(npc_clip)->move_proc(actorx, game);
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}
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static void aNOR_actor_draw(ACTOR* actorx, GAME* game) {
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CLIP(npc_clip)->draw_proc(actorx, game);
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}
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