#include "ac_windmill.h" #include "m_name_table.h" #include "sys_matrix.h" #include "m_lib.h" #include "m_rcp.h" #include "m_common_data.h" #include "m_player_lib.h" static void aWIN_actor_dt(ACTOR* actor, GAME* game); static void aWIN_actor_init(ACTOR* actor, GAME* game); static void aWIN_actor_draw(ACTOR* actor, GAME* game); ACTOR_PROFILE Windmill_Profile = { mAc_PROFILE_WINDMILL, ACTOR_PART_ITEM, ACTOR_STATE_NONE, WINDMILL0, ACTOR_OBJ_BANK_KEEP, sizeof(STRUCTURE_ACTOR), NONE_ACTOR_PROC, &aWIN_actor_dt, &aWIN_actor_init, &aWIN_actor_draw, NULL }; u8 aWIN_shadow_vtx_fix_flg_table[] = { TRUE, FALSE, FALSE, TRUE, FALSE, TRUE, FALSE, TRUE }; static void aWIN_set_bgOffset(STRUCTURE_ACTOR* yatai, int idx); static void aWIN_actor_dt(ACTOR* actor, GAME* game) { STRUCTURE_ACTOR* windmill = (STRUCTURE_ACTOR*)actor; aWIN_set_bgOffset(windmill, 0); cKF_SkeletonInfo_R_dt(&windmill->keyframe); } #include "../src/actor/ac_windmill_move.c_inc" #include "../src/actor/ac_windmill_draw.c_inc"