mirror of
https://github.com/zeldaret/st
synced 2026-06-18 15:35:30 -04:00
453db24d41
* gcc fixes * document random things in UnkStruct_027e09b8_00 * match func_ov001_020ba670 and rabbit docs * match func_ov026_0211f394 * fix build issues * match func_ov026_0211e3e0 * match func_ov026_02102924 * move structs to header * document train rope thing * MapObject OK and ActorRef stuff * match more actor funcs * fix regressions * fix build issues * more regressions fixes * name keyt grab func * UnkSubStruct19 -> CellAnimObject (based on the only assert string) * fix build issues due to merge * Actor::mUnk_4C -> Actor::mState + related changes * create GetActorPtr template inline for Actor_c4 * ActorUnk_ov000_020a8bb0 -> Actor_Derived1 * actor: add comments about mUnk_50/52 and change type of mAngle
95 lines
2.4 KiB
C++
95 lines
2.4 KiB
C++
#pragma once
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#include "Actor/Actor.hpp"
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#include "Actor/ActorProfile.hpp"
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#include "ActorRupee.hpp"
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#include "types.h"
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enum ActorHeartState_ {
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ActorHeartState_0 = 0,
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ActorHeartState_1 = 1,
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ActorHeartState_2 = 2,
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ActorHeartState_3 = 3,
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ActorHeartState_4 = 4,
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ActorHeartState_5 = 5,
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ActorHeartState_Max,
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};
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class ActorHeart_c4 : public Actor_c4 {
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public:
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ActorHeart_c4(Actor *param1);
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/* 00 */ virtual bool vfunc_00(ActorRef ref, unk32 param2) override;
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/* 04 */ virtual void vfunc_04() override;
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/* 08 */ virtual void vfunc_08() override;
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/* 0C */ virtual void vfunc_0c(unk32 param1) override;
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};
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class ActorHeart : public Actor {
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public:
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/* 00 (base) */
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/* 94 */ u16 mUnk_94;
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/* 96 */ u16 mUnk_96;
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/* 98 */ Actor_9c mUnk_98;
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/* 9C */ unk32 mUnk_9C;
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/* A0 */ unk32 mUnk_A0;
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/* A4 */ unk32 mUnk_A4;
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/* A8 */ STRUCT_PAD(0xA8, 0xB4);
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/* B4 */ unk16 mUnk_B4;
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/* B6 */ STRUCT_PAD(0xB6, 0xB8);
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/* B8 */ s16 mUnk_B8;
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/* BA */ unk16 mUnk_BA;
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/* BC */ unk16 mUnk_BC;
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/* BE */ s8 mUnk_BE;
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/* BF */ STRUCT_PAD(0xBF, 0xC0);
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/* C0 */ ActorRef mUnk_C0;
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/* C4 */ ActorRef mUnk_C4;
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/* C8 */ ActorHeart_c4 mUnk_C8;
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/* EC */ VecFx32 mUnk_EC;
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ActorHeart();
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/* 18 */ virtual bool vfunc_18(unk32 param1) override;
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/* 20 */ virtual void vfunc_20() override;
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/* 2C */ virtual void vfunc_2c(unk32 param1) override;
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/* 4C */ virtual ~ActorHeart() override {};
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void func_ov031_020f0750();
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void SetState(ActorState state);
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void func_ov031_020ef208();
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void func_ov031_020ef4a8();
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void func_ov031_020ef528();
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void func_ov031_020ef570();
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void func_ov031_020ef698();
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static void func_ov031_020eed64(ActorRef *pOutRef, const VecFx32 *pPos, u32 params, ActorRef ref);
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// data_ov031_02113d74
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void func_ov031_020ef2f8();
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void func_ov031_020ef334();
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void func_ov031_020ef3a0();
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void func_ov031_020ef3d0();
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void func_ov031_020ef444();
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void func_ov031_020ef458();
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// data_ov031_02113da4
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void func_ov031_020ef2ec();
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void func_ov031_020ef320();
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void func_ov031_020ef35c();
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void func_ov031_020ef3b8();
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void func_ov031_020ef430();
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void func_ov031_020ef448();
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};
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class ActorProfileHeart : public ActorProfile {
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public:
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/* 00 (base) */
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ActorProfileHeart();
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~ActorProfileHeart() {}
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/* 0C */ virtual Actor *Create();
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static ActorProfileHeart *GetProfile();
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};
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