move entity update functions

This commit is contained in:
theo3
2021-11-11 21:18:48 -08:00
parent 313cc336f2
commit fddb4abd53
37 changed files with 430 additions and 415 deletions
+21 -15
View File
@@ -209,23 +209,29 @@ enum {
#define Direction8FromAnimationState(expr) (((expr) << 2)
Entity* GetEmptyEntity(void);
extern Entity* CreateEnemy(u32 id, u32 type);
extern Entity* CreateNPC(u32 id, u32 type, u32 type2);
extern Entity* CreateObject(u32 id, u32 type, u32 type2);
extern Entity* CreateObjectWithParent(Entity* parent, u32 id, u32 type, u32 type2);
extern Entity* CreateFx(Entity* parent, u32 type, u32 type2);
void DrawEntity(Entity*);
Entity* CreateEnemy(u32 id, u32 type);
Entity* CreateNPC(u32 id, u32 type, u32 type2);
Entity* CreateObject(u32 id, u32 type, u32 type2);
Entity* CreateObjectWithParent(Entity* parent, u32 id, u32 type, u32 type2);
Entity* CreateFx(Entity* parent, u32 type, u32 type2);
extern void InitializeAnimation(Entity*, u32);
extern void InitAnimationForceUpdate(Entity*, u32);
extern void UpdateAnimationSingleFrame(Entity*);
extern void UpdateSpriteForCollisionLayer(Entity*);
extern void GetNextFrame(Entity*);
extern u32 LoadExtraSpriteData(Entity*, SpriteLoadData*);
extern void SetExtraSpriteFrame(Entity*, u32, u32);
extern void SetSpriteSubEntryOffsetData1(Entity*, u32, u32);
extern void SetSpriteSubEntryOffsetData2(Entity*, u32, u32);
void InitializeAnimation(Entity*, u32);
void InitAnimationForceUpdate(Entity*, u32);
void UpdateAnimationSingleFrame(Entity*);
void UpdateSpriteForCollisionLayer(Entity*);
void GetNextFrame(Entity*);
u32 LoadExtraSpriteData(Entity*, SpriteLoadData*);
void SetExtraSpriteFrame(Entity*, u32, u32);
void SetSpriteSubEntryOffsetData1(Entity*, u32, u32);
void SetSpriteSubEntryOffsetData2(Entity*, u32, u32);
extern u32 GetFacingDirection(Entity*, Entity*);
u32 GetFacingDirection(Entity*, Entity*);
/**
* @brief Check if entity should sleep this frame.
*/
bool32 CheckDontUpdate(Entity* this);
/**
* @brief Delete the entity currently in execution.