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https://github.com/zeldaret/ph
synced 2026-07-08 21:55:05 -04:00
Decomp Actor
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@@ -67,8 +67,7 @@ class Actor : public SysObject {
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public:
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/* 000 (vtable) */
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/* 004 */ ActorTypeId mType;
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/* 008 */ unk32 mId;
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/* 00c */ unk32 mIndex;
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/* 008 */ ActorRef mRef;
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/* 010 */ u8 mUnk_010;
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/* 011 */ u8 mUnk_011;
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/* 012 */ unk16 mUnk_012;
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@@ -79,8 +78,7 @@ public:
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/* 034 */ unk32 mUnk_034;
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/* 038 */ unk32 mUnk_038;
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/* 03c */ unk32 mUnk_03c;
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/* 040 */ unk32 mUnk_040;
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/* 044 */ unk32 mUnk_044;
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/* 040 */ ActorRef mUnk_040;
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/* 048 */ Vec3p mPos;
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/* 054 */ Vec3p mPrevPos;
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/* 060 */ Vec3p mVel;
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@@ -207,7 +205,7 @@ public:
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bool CollidesWithPlayer(PlayerCollide flags);
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static void func_ov00_020c23c4(ActorRef *ref, Actor *actor);
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static void func_ov00_020c23d4(ActorRef *ref, Actor *actor, Cylinder *cylinder);
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bool func_ov00_020c243c(unk32 param1, s32 *param2);
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bool func_ov00_020c243c(ActorTypeId *actorTypes, s32 *param2);
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bool func_ov00_020c27a8(unk32 param1);
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bool IsFollowedByLink();
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void StopLinkFollow();
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@@ -83,16 +83,16 @@ public:
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Actor* FindActorById(u32 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, u32 type);
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static void FindNearestActorOfType(ActorRef *ref, ActorManager *manager, u32 type, Vec3p *pos);
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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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void func_ov00_020c39ac(u32 index, u32 *actorTypes, bool param3);
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Actor* func_ov00_020c39ac(u32 index, 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(u32 type, u32 *types);
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static bool ActorTypeIsOneOf(u32 type, ActorTypeId *types);
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};
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extern ActorManager *gActorManager;
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@@ -9,6 +9,10 @@ struct ActorRef {
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/* 8 */
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inline ActorRef() {
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this->Reset();
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}
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inline void Reset() {
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id = -1;
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index = -1;
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}
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