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cf41eeb3ac
* Remove ActorFunc cast * Format * Revert "Format" This reverts commita6e89b3969. * Messing with formatting * format header a bit * Revert "Messing with formatting" This reverts commitc8db520278. * comment * format * more comments * format * format * format * properly format
62 lines
2.0 KiB
C
62 lines
2.0 KiB
C
#include "prevent_bss_reordering.h"
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#include "global.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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void PlayerCall_Init(Actor* thisx, PlayState* play);
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void PlayerCall_Destroy(Actor* thisx, PlayState* play);
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void PlayerCall_Update(Actor* thisx, PlayState* play);
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void PlayerCall_Draw(Actor* thisx, PlayState* play);
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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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