mirror of
https://github.com/zeldaret/ph
synced 2026-07-01 11:38:47 -04:00
Merge branch 'main' into actor-manager
This commit is contained in:
+36
-18
@@ -13,8 +13,25 @@
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#include "Player/EquipBoomerang.hpp"
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#include "System/SysNew.hpp"
|
||||
|
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struct Actor_UnkStruct_012 {
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/* 00 */ u16 mUnk_00;
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/* 02 */ u8 mUnk_02;
|
||||
/* 03 */ u8 mUnk_03;
|
||||
/* 04 */ u32 mUnk_04;
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||||
/* 08 */ u32 mUnk_08;
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||||
/* 0c */ u32 mUnk_0c;
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||||
/* 10 */ u8 mUnk_10;
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||||
/* 11 */ u8 mUnk_11;
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/* 12 */ u8 mUnk_12[0x2];
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||||
/* 14 */ u32 mUnk_14;
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||||
/* 18 */ u32 mUnk_18;
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/* 1c */
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Actor_UnkStruct_012();
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};
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struct Actor_UnkStruct_020 {
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/* 00 */ unk16 mUnk_00[4];
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||||
/* 00 */ u16 mUnk_00[4];
|
||||
/* 08 */ u8 mUnk_08[2];
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||||
/* 0a */ u8 mUnk_0a[2];
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||||
/* 0c */ unk8 mUnk_0c;
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||||
@@ -28,7 +45,7 @@ struct Actor_UnkStruct_020 {
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};
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struct Actor_UnkStruct_09c {
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/* 0 */ unk16 mUnk_0;
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/* 0 */ u16 mUnk_0;
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||||
/* 2 */ unk8 mUnk_2;
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||||
/* 3 */ unk8 mUnk_3;
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||||
/* 4 */ unk32 mUnk_4;
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||||
@@ -40,8 +57,8 @@ struct Actor_UnkStruct_09c {
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struct Actor_UnkStruct_0a4 {
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/* 00 */ bool mUnk_00;
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/* 01 */ bool mUnk_01;
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/* 01 */ bool mUnk_02;
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/* 01 */ bool mUnk_03;
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/* 02 */ bool mUnk_02;
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/* 03 */ bool mUnk_03;
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/* 04 */ Vec3p mUnk_04;
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/* 10 */ s32 mUnk_10;
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/* 14 */
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@@ -49,10 +66,10 @@ struct Actor_UnkStruct_0a4 {
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Actor_UnkStruct_0a4(q20 x, q20 y, q20 z, s32 unk_10);
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};
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class KillPickupsFilter: FilterActorReturn, public FilterActorBase {
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class KillPickupsFilter : FilterActorReturn, public FilterActorBase {
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public:
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/* 00 (base) */
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/* 04 */
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/* 04 */
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/* 0 */ virtual bool Filter(Actor *actor) override;
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/* 4 */
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@@ -60,11 +77,13 @@ public:
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typedef u32 PlayerCollide;
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enum PlayerCollide_ {
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PlayerCollide_Player = 0x1,
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PlayerCollide_Sword = 0x2,
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PlayerCollide_Shield = 0x4,
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PlayerCollide_Player = 0x1,
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PlayerCollide_Sword = 0x2,
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PlayerCollide_Shield = 0x4,
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PlayerCollide_Gongoron = 0x8,
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PlayerCollide_Hammer = 0x10,
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PlayerCollide_Hammer = 0x10,
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PlayerCollide_PickupFlags = PlayerCollide_Hammer | PlayerCollide_Gongoron | PlayerCollide_Sword | PlayerCollide_Player,
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};
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struct Knockback {
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@@ -73,11 +92,10 @@ struct Knockback {
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/* 10 */ unk32 mUnk_10;
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/* 14 */ Actor *actor;
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inline Knockback():
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inline Knockback() :
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mUnk_00(0),
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mUnk_10(0xb),
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actor(NULL)
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{}
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actor(NULL) {}
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};
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class Actor : public SysObject {
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@@ -119,7 +137,7 @@ public:
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||||
/* 109 */ unk8 mUnk_109;
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||||
/* 10a */ unk8 mUnk_10a[0x6];
|
||||
/* 110 */ unk8 mUnk_110;
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||||
/* 111 */ unk8 mUnk_111;
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||||
/* 111 */ bool mUnk_111;
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||||
/* 112 */ unk8 mUnk_112;
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||||
/* 113 */ unk8 mUnk_113;
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||||
/* 114 */ unk8 mUnk_114;
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||||
@@ -160,7 +178,7 @@ public:
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||||
/* 14 */ virtual void vfunc_14(u32 param1);
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||||
/* 18 */ virtual void vfunc_18(u32 param1);
|
||||
/* 1c */ virtual void vfunc_1c(u16 *param1);
|
||||
/* 20 */ virtual void vfunc_20(s32 param1);
|
||||
/* 20 */ virtual void vfunc_20(bool param1);
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||||
/* 24 */ virtual void vfunc_24();
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||||
/* 28 */ virtual void vfunc_28();
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||||
/* 2c */ virtual s32 vfunc_2c();
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||||
@@ -172,7 +190,7 @@ public:
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||||
/* 44 */ virtual bool CollidesWith(Actor *other);
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||||
/* 48 */ virtual bool vfunc_48(Knockback *param1);
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||||
/* 4c */ virtual bool vfunc_4c(unk32 *param1);
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||||
/* 50 */ virtual Vec3p* GetPos();
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||||
/* 50 */ virtual Vec3p *GetPos();
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||||
/* 54 */ virtual void vfunc_54();
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||||
/* 58 */ virtual bool SetUnk_11b();
|
||||
/* 5c */ virtual bool SetVelocity(Vec3p *vel);
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||||
@@ -198,7 +216,7 @@ public:
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||||
/* ac */ virtual void vfunc_ac();
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||||
/* b0 */ virtual void vfunc_b0();
|
||||
/* b4 */
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||||
|
||||
|
||||
Actor();
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|
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bool func_01fffd04(s32 param1);
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@@ -241,7 +259,7 @@ public:
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void IncreaseActiveFrames();
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||||
bool func_ov00_020c2c0c();
|
||||
bool func_ov00_020c2c70();
|
||||
EquipBoomerang* GetEquipBoomerang();
|
||||
EquipBoomerang *GetEquipBoomerang();
|
||||
bool func_ov00_020c2d54();
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||||
bool func_ov00_020c2de4();
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bool func_ov00_020c2e7c();
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||||
|
||||
@@ -80,19 +80,19 @@ public:
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||||
void DeleteActor(u32 index, bool param2);
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static void func_ov00_020c3484(ActorRef *ref, Actor *actor, unk32 param3);
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void Actor_vfunc_10(u32 param1);
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Actor* FindActorById(s32 id);
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Actor* GetActor(ActorRef *ref);
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Actor *FindActorById(s32 id);
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Actor *GetActor(ActorRef *ref);
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s32 FilterActors(FilterActorBase *filter, ActorList *filteredActors);
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static void FindActorByType(ActorRef *ref, ActorManager *manager, ActorTypeId type);
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static void FindNearestActorOfType(ActorRef *ref, ActorManager *manager, ActorTypeId type, Vec3p *pos);
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bool func_ov00_020c398c(u32 index);
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void func_ov00_020c399c(u32 index, Cylinder *cylinder);
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Actor* func_ov00_020c39ac(u32 index, const ActorTypeId *actorTypes, bool param3);
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Actor *func_ov00_020c39ac(u32 index, const ActorTypeId *actorTypes, bool param3);
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||||
s32 func_ov00_020c3b2c(s32 *param1);
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||||
s32 func_ov00_020c3bb0(unk32 param1, s32 *param2);
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||||
void func_ov00_020c3ce8(unk32 param1, unk32 param2);
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||||
void Actor_vfunc_28();
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static bool ActorTypeIsOneOf(char *type,char **types);
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static bool ActorTypeIsOneOf(char *type, char **types);
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};
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extern ActorManager *gActorManager;
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@@ -9,13 +9,12 @@ struct ActorRef {
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/* 8 */
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||||
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inline ActorRef() {}
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||||
inline ActorRef(s32 id, s32 index):
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inline ActorRef(s32 id, s32 index) :
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id(id),
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||||
index(index)
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||||
{}
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index(index) {}
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||||
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inline void Reset() {
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id = -1;
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id = -1;
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index = -1;
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}
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};
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@@ -1,12 +1,13 @@
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#pragma once
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#include "global.h"
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#include "types.h"
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#include "lib/math.h"
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#include "types.h"
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#include "Actor/Actor.hpp"
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#include "Actor/ActorType.hpp"
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#include "Item/Item.hpp"
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#include "Item/ItemManager.hpp"
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#include "Player/PlayerLinkBase.hpp"
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typedef u32 RupeeId;
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enum RupeeId_ {
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@@ -27,7 +28,7 @@ public:
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||||
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/* 000 (base) */
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/* 158 */ RupeeId mRupeeId;
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/* 15c */ unk16 mUnk_15c;
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/* 15c */ u16 mUnk_15c;
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/* 15e */ unk16 mUnk_15e;
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/* 160 */
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||||
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||||
@@ -35,18 +36,18 @@ public:
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||||
/* 08 */ virtual bool vfunc_08() override;
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||||
/* 14 */ virtual void vfunc_14(u32 param1) override;
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||||
/* 18 */ virtual void vfunc_18(u32 param1) override;
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||||
/* 20 */ virtual void vfunc_20(s32 param1) override;
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||||
/* 20 */ virtual void vfunc_20(bool param1) override;
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/* 60 */ virtual bool vfunc_60() override;
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/* 64 */ virtual void vfunc_64() override;
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/* b4 */
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static ActorRupee* Create();
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static ActorRupee *Create();
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ActorRupee();
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void Move();
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||||
ItemId GetRupeeCutsceneItemId();
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void func_ov14_0213b204(unk32 param1);
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void Update(bool param1);
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static void func_ov14_0213b5f4(RupeeId id, unk32 param2, Vec3p *param3, bool param4);
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static void func_ov14_0213b6a4(RupeeId id, void *param2);
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static void func_ov14_0213b6a4(RupeeId id, Actor_UnkStruct_012 *param2);
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static bool func_ov14_0213b70c(RupeeId id);
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};
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+85
-76
@@ -39,98 +39,107 @@
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#define __ACTOR_TYPE_7 '7'
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#define __ACTOR_TYPE_8 '8'
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#define __ACTOR_TYPE_9 '9'
|
||||
#define __CONCAT(a,b) a ## b
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#define __CONCAT(a, b) a##b
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#define __EVAL(x) x
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#define __ACTOR_TYPE_ID(a,b,c,d) ( \
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(__EVAL(__CONCAT(__ACTOR_TYPE_,a)) << 24) \
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||||
| (__EVAL(__CONCAT(__ACTOR_TYPE_,b)) << 16) \
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||||
| (__EVAL(__CONCAT(__ACTOR_TYPE_,c)) << 8) \
|
||||
| (__EVAL(__CONCAT(__ACTOR_TYPE_,d))) \
|
||||
)
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#define __ACTOR_TYPE_ID(a, b, c, d) \
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((__EVAL(__CONCAT(__ACTOR_TYPE_, a)) << 24) | (__EVAL(__CONCAT(__ACTOR_TYPE_, b)) << 16) | \
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||||
(__EVAL(__CONCAT(__ACTOR_TYPE_, c)) << 8) | (__EVAL(__CONCAT(__ACTOR_TYPE_, d))))
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||||
|
||||
typedef u32 ActorTypeId;
|
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enum ActorTypeId_ {
|
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ActorTypeId_Null = __ACTOR_TYPE_ID(N,U,L,L),
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ActorTypeId_Null = __ACTOR_TYPE_ID(N, U, L, L),
|
||||
|
||||
ActorTypeId_Navi = __ACTOR_TYPE_ID(N,A,V,I),
|
||||
ActorTypeId_ForceNavi = __ACTOR_TYPE_ID(F,C,N,V),
|
||||
ActorTypeId_WisdomNavi = __ACTOR_TYPE_ID(W,S,N,V),
|
||||
ActorTypeId_Navi = __ACTOR_TYPE_ID(N, A, V, I),
|
||||
ActorTypeId_ForceNavi = __ACTOR_TYPE_ID(F, C, N, V),
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ActorTypeId_WisdomNavi = __ACTOR_TYPE_ID(W, S, N, V),
|
||||
|
||||
ActorTypeId_TreasureMap = __ACTOR_TYPE_ID(T,M,A,P),
|
||||
ActorTypeId_DigSpot = __ACTOR_TYPE_ID(D,G,T,G),
|
||||
ActorTypeId_TreasureMap = __ACTOR_TYPE_ID(T, M, A, P),
|
||||
ActorTypeId_DigSpot = __ACTOR_TYPE_ID(D, G, T, G),
|
||||
|
||||
ActorTypeId_ShopItemBombchus = __ACTOR_TYPE_ID(I,T,B,T),
|
||||
ActorTypeId_ShopItemBombs = __ACTOR_TYPE_ID(I,T,B,M),
|
||||
ActorTypeId_ShopItemTreasure = __ACTOR_TYPE_ID(I,T,T,R),
|
||||
ActorTypeId_ShopItemHeartContainer = __ACTOR_TYPE_ID(I,T,H,U),
|
||||
ActorTypeId_ShopItemQuiver = __ACTOR_TYPE_ID(I,T,A,P),
|
||||
ActorTypeId_ShopItemBombBag = __ACTOR_TYPE_ID(I,T,B,B),
|
||||
ActorTypeId_ShopItemRedPotion = __ACTOR_TYPE_ID(I,T,P,B),
|
||||
ActorTypeId_ShopItemCourageGem = __ACTOR_TYPE_ID(I,T,S,R),
|
||||
ActorTypeId_ShopItemShield = __ACTOR_TYPE_ID(I,T,S,L),
|
||||
ActorTypeId_ShopItemSoldOut = __ACTOR_TYPE_ID(I,T,S,O),
|
||||
ActorTypeId_ShopItemBombchus = __ACTOR_TYPE_ID(I, T, B, T),
|
||||
ActorTypeId_ShopItemBombs = __ACTOR_TYPE_ID(I, T, B, M),
|
||||
ActorTypeId_ShopItemTreasure = __ACTOR_TYPE_ID(I, T, T, R),
|
||||
ActorTypeId_ShopItemHeartContainer = __ACTOR_TYPE_ID(I, T, H, U),
|
||||
ActorTypeId_ShopItemQuiver = __ACTOR_TYPE_ID(I, T, A, P),
|
||||
ActorTypeId_ShopItemBombBag = __ACTOR_TYPE_ID(I, T, B, B),
|
||||
ActorTypeId_ShopItemRedPotion = __ACTOR_TYPE_ID(I, T, P, B),
|
||||
ActorTypeId_ShopItemCourageGem = __ACTOR_TYPE_ID(I, T, S, R),
|
||||
ActorTypeId_ShopItemShield = __ACTOR_TYPE_ID(I, T, S, L),
|
||||
ActorTypeId_ShopItemSoldOut = __ACTOR_TYPE_ID(I, T, S, O),
|
||||
|
||||
ActorTypeId_Heart = __ACTOR_TYPE_ID(H,A,R,T),
|
||||
ActorTypeId_Rupee = __ACTOR_TYPE_ID(R,U,P,Y),
|
||||
ActorTypeId_Heart = __ACTOR_TYPE_ID(H, A, R, T),
|
||||
ActorTypeId_Rupee = __ACTOR_TYPE_ID(R, U, P, Y),
|
||||
|
||||
ActorTypeId_Bomb = __ACTOR_TYPE_ID(B,O,M,B),
|
||||
ActorTypeId_Arrow = __ACTOR_TYPE_ID(A,R,R,W),
|
||||
ActorTypeId_Bomb = __ACTOR_TYPE_ID(B, O, M, B),
|
||||
ActorTypeId_Arrow = __ACTOR_TYPE_ID(A, R, R, W),
|
||||
|
||||
ActorTypeId_PlayerDummy = __ACTOR_TYPE_ID(P,L,D,M),
|
||||
ActorTypeId_PushBlock = __ACTOR_TYPE_ID(P,S,B,L),
|
||||
ActorTypeId_WindBlock = __ACTOR_TYPE_ID(W,B,L,K),
|
||||
ActorTypeId_StorageDrum = __ACTOR_TYPE_ID(D,R,U,M),
|
||||
ActorTypeId_PlayerDummy = __ACTOR_TYPE_ID(P, L, D, M),
|
||||
ActorTypeId_PushBlock = __ACTOR_TYPE_ID(P, S, B, L),
|
||||
ActorTypeId_WindBlock = __ACTOR_TYPE_ID(W, B, L, K),
|
||||
ActorTypeId_StorageDrum = __ACTOR_TYPE_ID(D, R, U, M),
|
||||
|
||||
ActorTypeId_SmallKey = __ACTOR_TYPE_ID(N,K,E,Y),
|
||||
ActorTypeId_SmallKey = __ACTOR_TYPE_ID(N, K, E, Y),
|
||||
|
||||
ActorTypeId_Sandworm = __ACTOR_TYPE_ID(M,L,D,W),
|
||||
ActorTypeId_Tektite = __ACTOR_TYPE_ID(T,E,K,T),
|
||||
ActorTypeId_PolsVoice = __ACTOR_TYPE_ID(P,L,S,V),
|
||||
ActorTypeId_Yook = __ACTOR_TYPE_ID(Y,E,T,I),
|
||||
ActorTypeId_Armos = __ACTOR_TYPE_ID(A,M,O,S),
|
||||
ActorTypeId_Stalfos = __ACTOR_TYPE_ID(S,T,L,F),
|
||||
ActorTypeId_StalfosWarrior = __ACTOR_TYPE_ID(S,T,L,W),
|
||||
ActorTypeId_ChuChu = __ACTOR_TYPE_ID(C,H,U,C),
|
||||
ActorTypeId_Gel = __ACTOR_TYPE_ID(G,E,L,L),
|
||||
ActorTypeId_Bee = __ACTOR_TYPE_ID(B,E,E,0),
|
||||
ActorTypeId_BeeHive = __ACTOR_TYPE_ID(B,E,E,H),
|
||||
ActorTypeId_Cucco = __ACTOR_TYPE_ID(K,O,K,O),
|
||||
ActorTypeId_Rope = __ACTOR_TYPE_ID(S,N,A,K),
|
||||
ActorTypeId_Octorok = __ACTOR_TYPE_ID(O,C,T,A),
|
||||
ActorTypeId_Keese = __ACTOR_TYPE_ID(K,E,T,H),
|
||||
ActorTypeId_Rat = __ACTOR_TYPE_ID(R,A,T,0),
|
||||
ActorTypeId_Beamos = __ACTOR_TYPE_ID(B,M,O,S),
|
||||
ActorTypeId_LikeLike = __ACTOR_TYPE_ID(L,K,L,K),
|
||||
ActorTypeId_Crow = __ACTOR_TYPE_ID(C,R,O,W),
|
||||
ActorTypeId_Sandworm = __ACTOR_TYPE_ID(M, L, D, W),
|
||||
ActorTypeId_Tektite = __ACTOR_TYPE_ID(T, E, K, T),
|
||||
ActorTypeId_PolsVoice = __ACTOR_TYPE_ID(P, L, S, V),
|
||||
ActorTypeId_Yook = __ACTOR_TYPE_ID(Y, E, T, I),
|
||||
ActorTypeId_Armos = __ACTOR_TYPE_ID(A, M, O, S),
|
||||
ActorTypeId_Stalfos = __ACTOR_TYPE_ID(S, T, L, F),
|
||||
ActorTypeId_StalfosWarrior = __ACTOR_TYPE_ID(S, T, L, W),
|
||||
ActorTypeId_ChuChu = __ACTOR_TYPE_ID(C, H, U, C),
|
||||
ActorTypeId_Gel = __ACTOR_TYPE_ID(G, E, L, L),
|
||||
ActorTypeId_Bee = __ACTOR_TYPE_ID(B, E, E, 0),
|
||||
ActorTypeId_BeeHive = __ACTOR_TYPE_ID(B, E, E, H),
|
||||
ActorTypeId_Cucco = __ACTOR_TYPE_ID(K, O, K, O),
|
||||
ActorTypeId_Rope = __ACTOR_TYPE_ID(S, N, A, K),
|
||||
ActorTypeId_Octorok = __ACTOR_TYPE_ID(O, C, T, A),
|
||||
ActorTypeId_Keese = __ACTOR_TYPE_ID(K, E, T, H),
|
||||
ActorTypeId_Rat = __ACTOR_TYPE_ID(R, A, T, 0),
|
||||
ActorTypeId_Beamos = __ACTOR_TYPE_ID(B, M, O, S),
|
||||
ActorTypeId_LikeLike = __ACTOR_TYPE_ID(L, K, L, K),
|
||||
ActorTypeId_Crow = __ACTOR_TYPE_ID(C, R, O, W),
|
||||
|
||||
ActorTypeId_Linebeck = __ACTOR_TYPE_ID(L,N,B,K),
|
||||
ActorTypeId_Mailbox = __ACTOR_TYPE_ID(P,O,S,T),
|
||||
ActorTypeId_Postman = __ACTOR_TYPE_ID(P,S,T,M),
|
||||
ActorTypeId_Linebeck = __ACTOR_TYPE_ID(L, N, B, K),
|
||||
ActorTypeId_Mailbox = __ACTOR_TYPE_ID(P, O, S, T),
|
||||
ActorTypeId_Postman = __ACTOR_TYPE_ID(P, S, T, M),
|
||||
|
||||
ActorTypeId_BIGR = __ACTOR_TYPE_ID(B,I,G,R),
|
||||
ActorTypeId_BKEY = __ACTOR_TYPE_ID(B,K,E,Y),
|
||||
ActorTypeId_BLST = __ACTOR_TYPE_ID(B,L,S,T),
|
||||
ActorTypeId_BMRN = __ACTOR_TYPE_ID(B,M,R,N),
|
||||
ActorTypeId_BMTY = __ACTOR_TYPE_ID(B,M,T,Y),
|
||||
ActorTypeId_BTRF = __ACTOR_TYPE_ID(B,T,R,F),
|
||||
ActorTypeId_CBLS = __ACTOR_TYPE_ID(C,B,L,S),
|
||||
ActorTypeId_FLAL = __ACTOR_TYPE_ID(F,L,A,L),
|
||||
ActorTypeId_FLBM = __ACTOR_TYPE_ID(F,L,B,M),
|
||||
ActorTypeId_FLBT = __ACTOR_TYPE_ID(F,L,B,T),
|
||||
ActorTypeId_FLTB = __ACTOR_TYPE_ID(F,L,T,B),
|
||||
ActorTypeId_FLTM = __ACTOR_TYPE_ID(F,L,T,M),
|
||||
ActorTypeId_FORC = __ACTOR_TYPE_ID(F,O,R,C),
|
||||
ActorTypeId_ROPE = __ACTOR_TYPE_ID(R,O,P,E),
|
||||
ActorTypeId_SBEM = __ACTOR_TYPE_ID(S,B,E,M),
|
||||
ActorTypeId_STNE = __ACTOR_TYPE_ID(S,T,N,E),
|
||||
ActorTypeId_TARU = __ACTOR_TYPE_ID(T,A,R,U),
|
||||
ActorTypeId_TSBH = __ACTOR_TYPE_ID(T,S,B,H),
|
||||
ActorTypeId_TSUB = __ACTOR_TYPE_ID(T,S,U,B),
|
||||
ActorTypeId_VLR0 = __ACTOR_TYPE_ID(V,L,R,0),
|
||||
ActorTypeId_BIGR = __ACTOR_TYPE_ID(B, I, G, R),
|
||||
ActorTypeId_BKEY = __ACTOR_TYPE_ID(B, K, E, Y),
|
||||
ActorTypeId_BLST = __ACTOR_TYPE_ID(B, L, S, T),
|
||||
ActorTypeId_BMRN = __ACTOR_TYPE_ID(B, M, R, N),
|
||||
ActorTypeId_BMTY = __ACTOR_TYPE_ID(B, M, T, Y),
|
||||
ActorTypeId_BTRF = __ACTOR_TYPE_ID(B, T, R, F),
|
||||
ActorTypeId_CBLS = __ACTOR_TYPE_ID(C, B, L, S),
|
||||
ActorTypeId_FLAL = __ACTOR_TYPE_ID(F, L, A, L),
|
||||
ActorTypeId_FLBM = __ACTOR_TYPE_ID(F, L, B, M),
|
||||
ActorTypeId_FLBT = __ACTOR_TYPE_ID(F, L, B, T),
|
||||
ActorTypeId_FLTB = __ACTOR_TYPE_ID(F, L, T, B),
|
||||
ActorTypeId_FLTM = __ACTOR_TYPE_ID(F, L, T, M),
|
||||
ActorTypeId_FORC = __ACTOR_TYPE_ID(F, O, R, C),
|
||||
ActorTypeId_ROPE = __ACTOR_TYPE_ID(R, O, P, E),
|
||||
ActorTypeId_SBEM = __ACTOR_TYPE_ID(S, B, E, M),
|
||||
ActorTypeId_STNE = __ACTOR_TYPE_ID(S, T, N, E),
|
||||
ActorTypeId_TARU = __ACTOR_TYPE_ID(T, A, R, U),
|
||||
ActorTypeId_TSBH = __ACTOR_TYPE_ID(T, S, B, H),
|
||||
ActorTypeId_TSUB = __ACTOR_TYPE_ID(T, S, U, B),
|
||||
ActorTypeId_VLR0 = __ACTOR_TYPE_ID(V, L, R, 0),
|
||||
};
|
||||
|
||||
class ActorType_UnkClass {
|
||||
public:
|
||||
u32 unk_00;
|
||||
u32 unk_04;
|
||||
u32 unk_08;
|
||||
u32 unk_0C;
|
||||
u32 unk_10;
|
||||
ActorType_UnkClass(u32 unk_00, u32 unk_04) :
|
||||
unk_00(unk_00),
|
||||
unk_04(unk_04) {}
|
||||
};
|
||||
|
||||
class Actor;
|
||||
typedef Actor* (*ActorCreateFunc)();
|
||||
typedef Actor *(*ActorCreateFunc)();
|
||||
|
||||
struct ActorType {
|
||||
/* 00 */ ActorTypeId id;
|
||||
@@ -146,7 +155,7 @@ struct ActorType {
|
||||
unk32 func_0203e7c8();
|
||||
void Register();
|
||||
void Unregister();
|
||||
static ActorType* Find(ActorTypeId id);
|
||||
static ActorType *Find(ActorTypeId id);
|
||||
};
|
||||
|
||||
struct ActorTypeList {
|
||||
|
||||
Reference in New Issue
Block a user