mirror of
https://github.com/zeldaret/ph
synced 2026-05-23 06:54:18 -04:00
8ad6359c7d
* Map symbol in Game * ActorSwitchObject OK * Mark ActorSwitchObject as complete * Document `mTrapActors` * Fix FilterActorBase * Fix regressions
45 lines
989 B
C++
45 lines
989 B
C++
#pragma once
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#include <nds/math.h>
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#include "global.h"
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#include "types.h"
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#include "Actor/Actor.hpp"
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#include "Actor/ActorRef.hpp"
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#include "Actor/ActorType.hpp"
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#include "System/SysNew.hpp"
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struct ActorSpawnOptions {
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/* 00 */ Actor_UnkStruct_020 mUnk_00;
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/* 14 */ s16 mAngle;
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/* 16 */ unk8 mUnk_16[0x2];
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/* 18 */ unk32 mUnk_18;
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/* 1c */ ActorRef mUnk_1c;
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/* 24 */ unk32 mUnk_24;
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/* 28 */ unk32 mUnk_28;
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/* 2c */
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void func_ov000_020c3348();
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inline ActorSpawnOptions() :
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mUnk_1c(-1, -1) {
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func_ov000_020c3348();
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}
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};
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class ActorSpawner : public SysObject {
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public:
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/* 0 (empty) */
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static ActorSpawner *Create();
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static void Destroy();
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ActorSpawner();
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~ActorSpawner();
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void func_ov000_020c4014();
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void func_ov000_020c4018();
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Actor *CreateActor(ActorTypeId typeId);
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s32 Spawn(ActorTypeId type, Vec3p *pos, ActorSpawnOptions *param3, ActorRef *ref);
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};
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extern ActorSpawner *gActorSpawner;
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