#include "ac_kago.h" #include "m_name_table.h" #include "m_common_data.h" #include "m_field_info.h" #include "m_collision_bg.h" #include "sys_matrix.h" #include "m_player_lib.h" #include "m_rcp.h" static void aKAG_actor_ct(ACTOR*, GAME*); static void aKAG_actor_init(ACTOR*, GAME*); static void aKAG_actor_draw(ACTOR*, GAME*); ACTOR_PROFILE Kago_Profile = { mAc_PROFILE_KAGO, ACTOR_PART_ITEM, ACTOR_STATE_TA_SET, SPORTSFAIR_BASKET_RED, ACTOR_OBJ_BANK_KEEP, sizeof(KAGO_ACTOR), &aKAG_actor_ct, NONE_ACTOR_PROC, &aKAG_actor_init, &aKAG_actor_draw, NULL, }; extern Vtx obj_e_kago_shadow_v[]; extern Gfx obj_e_kago_shadow_model[]; u8 aKAG_shadow_vtx_fix_flg_table[] = { 1, 0, 0, 1, 1, 0, 0, 1, 0, 1, 0, 0, 1 }; bIT_ShadowData_c aKAG_shadow_data = { 13, aKAG_shadow_vtx_fix_flg_table, 60.0f, obj_e_kago_shadow_v, obj_e_kago_shadow_model, }; static void aKAG_set_bgOffset(KAGO_ACTOR*, int); static void aKAG_setup_action(KAGO_ACTOR*, int); static void aKAG_actor_ct(ACTOR* actor, GAME* game) { KAGO_ACTOR* kago = (KAGO_ACTOR*)actor; kago->structure_class.action = actor->npc_id - SPORTSFAIR_BASKET_RED; kago->structure_class.structure_type = kago->structure_class.action + aSTR_TYPE_SPORTSFAIR_A; kago->structure_class.structure_pal = kago->structure_class.action + aSTR_PAL_KAGO_R; aKAG_setup_action(kago, 0); aKAG_set_bgOffset(kago, 1); } #include "../src/ac_kago_move.c_inc" #include "../src/ac_kago_draw.c_inc"