#include "ac_reserve.h" #include "bg_item_h.h" #include "m_common_data.h" #include "m_player_lib.h" #include "sys_matrix.h" #include "m_item_name.h" #include "m_msg.h" #include "m_rcp.h" static void aRSV_actor_ct(ACTOR* actor, GAME* game); static void aRSV_actor_init(ACTOR* actor, GAME* game); static void aRSV_actor_draw(ACTOR* actor, GAME* game); ACTOR_PROFILE Reserve_Profile = { mAc_PROFILE_RESERVE, ACTOR_PART_ITEM, ACTOR_STATE_TA_SET, 0x5810, // include name later ACTOR_OBJ_BANK_KEEP, sizeof(RESERVE_ACTOR), aRSV_actor_ct, NONE_ACTOR_PROC, aRSV_actor_init, aRSV_actor_draw, }; extern Gfx reserve_DL_model[]; extern Gfx reserve_winter_DL_model[]; extern Gfx obj_s_attentionT_model[]; extern Gfx obj_w_attentionT_model[]; static void aRSV_set_bgOffset(ACTOR*, int); static void aRSV_setup_action(ACTOR* actor, int type); static void aRSV_actor_ct(ACTOR* actor, GAME* game) { RESERVE_ACTOR* reserve = (RESERVE_ACTOR*)actor; mActor_name_t id; reserve->structure_class.season = Common_Get(time.season); reserve->structure_class.arg0 = actor->npc_id - SIGN00; aRSV_setup_action(actor, 0); aRSV_set_bgOffset(actor, 1); } extern Vtx reserve_shadow_v[]; extern Gfx reserve_shadow_model[]; extern Vtx obj_attention_shadow_v[]; extern Gfx obj_attention_shadowT_model[]; static u8 aRSV_shadow_vtx_fix_flg_table[] = { TRUE, FALSE, FALSE, TRUE }; static bIT_ShadowData_c aRSV_shadow_data = { 4, aRSV_shadow_vtx_fix_flg_table, 60.0f, reserve_shadow_v, reserve_shadow_model, }; static bIT_ShadowData_c aRSV_kappa_shadow_data = { 4, aRSV_shadow_vtx_fix_flg_table, 60.0f, obj_attention_shadow_v, obj_attention_shadowT_model, }; #include "../src/actor/ac_reserve_move.c_inc" #include "../src/actor/ac_reserve_draw.c_inc"