Files
mm/src/code/z_player_call.c
T
Anghelo Carvajal cf41eeb3ac Remove (ActorFunc) cast on InitVars (#1148)
* Remove ActorFunc cast

* Format

* Revert "Format"

This reverts commit a6e89b3969.

* Messing with formatting

* format header a bit

* Revert "Messing with formatting"

This reverts commit c8db520278.

* comment

* format

* more comments

* format

* format

* format

* properly format
2023-10-27 10:03:02 -03:00

62 lines
2.0 KiB
C

#include "prevent_bss_reordering.h"
#include "global.h"
#define FLAGS \
(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200000 | \
ACTOR_FLAG_2000000 | ACTOR_FLAG_CAN_PRESS_SWITCH | ACTOR_FLAG_80000000)
ActorFunc sPlayerCallInitFunc;
ActorFunc sPlayerCallDestroyFunc;
ActorFunc sPlayerCallUpdateFunc;
ActorFunc sPlayerCallDrawFunc;
void PlayerCall_Init(Actor* thisx, PlayState* play);
void PlayerCall_Destroy(Actor* thisx, PlayState* play);
void PlayerCall_Update(Actor* thisx, PlayState* play);
void PlayerCall_Draw(Actor* thisx, PlayState* play);
ActorInit Player_InitVars = {
/**/ ACTOR_PLAYER,
/**/ ACTORCAT_PLAYER,
/**/ FLAGS,
/**/ GAMEPLAY_KEEP,
/**/ sizeof(Player),
/**/ PlayerCall_Init,
/**/ PlayerCall_Destroy,
/**/ PlayerCall_Update,
/**/ PlayerCall_Draw,
};
void Player_Init(Actor* thisx, PlayState* play);
void Player_Destroy(Actor* thisx, PlayState* play);
void Player_Update(Actor* thisx, PlayState* play);
void Player_Draw(Actor* thisx, PlayState* play);
void PlayerCall_InitFuncPtrs(void) {
sPlayerCallInitFunc = KaleidoManager_GetRamAddr(Player_Init);
sPlayerCallDestroyFunc = KaleidoManager_GetRamAddr(Player_Destroy);
sPlayerCallUpdateFunc = KaleidoManager_GetRamAddr(Player_Update);
sPlayerCallDrawFunc = KaleidoManager_GetRamAddr(Player_Draw);
}
void PlayerCall_Init(Actor* thisx, PlayState* play) {
KaleidoScopeCall_LoadPlayer();
PlayerCall_InitFuncPtrs();
sPlayerCallInitFunc(thisx, play);
}
void PlayerCall_Destroy(Actor* thisx, PlayState* play) {
KaleidoScopeCall_LoadPlayer();
sPlayerCallDestroyFunc(thisx, play);
}
void PlayerCall_Update(Actor* thisx, PlayState* play) {
KaleidoScopeCall_LoadPlayer();
sPlayerCallUpdateFunc(thisx, play);
}
void PlayerCall_Draw(Actor* thisx, PlayState* play) {
KaleidoScopeCall_LoadPlayer();
sPlayerCallDrawFunc(thisx, play);
}