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997c45c2d2
* z64pause_menu.h * move functions and variables * Move PauseMenuPage * move stuff that seems public to the new header * KALEIDO_OVL_MAX * bss * review * IS_PAUSED * format * add argument to pause macros * Update include/z64pause_menu.h Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * bss * More IS_PAUSED I missed * early returns * bss * empty commit to trigger GHA * bss * bss * bss * includes * bss --------- Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
58 lines
1.8 KiB
C
58 lines
1.8 KiB
C
#include "prevent_bss_reordering.h"
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#include "global.h"
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#include "z64pause_menu.h"
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#define FLAGS \
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(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200000 | \
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ACTOR_FLAG_2000000 | ACTOR_FLAG_CAN_PRESS_SWITCH | ACTOR_FLAG_80000000)
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ActorFunc sPlayerCallInitFunc;
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ActorFunc sPlayerCallDestroyFunc;
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ActorFunc sPlayerCallUpdateFunc;
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ActorFunc sPlayerCallDrawFunc;
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ActorInit Player_InitVars = {
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/**/ ACTOR_PLAYER,
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/**/ ACTORCAT_PLAYER,
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/**/ FLAGS,
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/**/ GAMEPLAY_KEEP,
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/**/ sizeof(Player),
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/**/ PlayerCall_Init,
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/**/ PlayerCall_Destroy,
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/**/ PlayerCall_Update,
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/**/ PlayerCall_Draw,
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};
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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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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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