Files
ph/include/Actor/ActorSpawner.hpp
T
Aetias 8ad6359c7d ActorSwitchObject OK (#130)
* Map symbol in Game

* ActorSwitchObject OK

* Mark ActorSwitchObject as complete

* Document `mTrapActors`

* Fix FilterActorBase

* Fix regressions
2025-07-25 15:59:54 +02:00

45 lines
989 B
C++

#pragma once
#include <nds/math.h>
#include "global.h"
#include "types.h"
#include "Actor/Actor.hpp"
#include "Actor/ActorRef.hpp"
#include "Actor/ActorType.hpp"
#include "System/SysNew.hpp"
struct ActorSpawnOptions {
/* 00 */ Actor_UnkStruct_020 mUnk_00;
/* 14 */ s16 mAngle;
/* 16 */ unk8 mUnk_16[0x2];
/* 18 */ unk32 mUnk_18;
/* 1c */ ActorRef mUnk_1c;
/* 24 */ unk32 mUnk_24;
/* 28 */ unk32 mUnk_28;
/* 2c */
void func_ov000_020c3348();
inline ActorSpawnOptions() :
mUnk_1c(-1, -1) {
func_ov000_020c3348();
}
};
class ActorSpawner : public SysObject {
public:
/* 0 (empty) */
static ActorSpawner *Create();
static void Destroy();
ActorSpawner();
~ActorSpawner();
void func_ov000_020c4014();
void func_ov000_020c4018();
Actor *CreateActor(ActorTypeId typeId);
s32 Spawn(ActorTypeId type, Vec3p *pos, ActorSpawnOptions *param3, ActorRef *ref);
};
extern ActorSpawner *gActorSpawner;