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https://github.com/zeldaret/tp
synced 2026-05-23 06:54:28 -04:00
d_a_obj_enemy_create OK
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@@ -7,9 +7,15 @@
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#include "dolphin/mtx/mtx.h"
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#include "f_pc/f_pc_leaf.h"
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struct actor_method_class {
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/* 0x00 */ process_method_class mBase;
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/* 0x10 */ process_method_func mpDrawFunc;
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/* 0x14 */ u8 field_0x14[0xC]; // Likely padding
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};
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struct actor_process_profile_definition {
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/* 0x00 */ leaf_process_profile_definition mBase;
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/* 0x24 */ leafdraw_method_class* mSubMtd;
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/* 0x24 */ actor_method_class* mSubMtd;
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/* 0x28 */ int field_0x28; // mStatus
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/* 0x2C */ u8 field_0x2c; // mActorType
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/* 0x2D */ u8 field_0x2d; // mCullType
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@@ -186,6 +186,10 @@ inline cXyz& fopAcM_GetPosition_p(fopAc_ac_c* pActor) {
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return pActor->current.pos;
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}
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inline cXyz& fopAcM_GetPosition(fopAc_ac_c* pActor) {
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return pActor->current.pos;
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}
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inline cXyz& fopAcM_GetOldPosition_p(fopAc_ac_c* pActor) {
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return pActor->next.pos;
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}
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@@ -1,6 +1,63 @@
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#ifndef D_A_OBJ_ENEMY_CREATE_H
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#define D_A_OBJ_ENEMY_CREATE_H
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#include "dolphin/types.h"
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#include "d/com/d_com_inf_game.h"
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class daObjE_CREATE_c : public fopAc_ac_c {
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public:
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/* 80BE31BC */ void NormalAction();
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/* 80BE345C */ void SearchAction();
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/* 80BE34A0 */ void LoopAction();
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/* 80BE3544 */ void Action();
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/* 80BE359C */ int Execute();
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/* 80BE35C0 */ int Delete();
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/* 80BE3618 */ void NameChk();
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/* 80BE3770 */ int create();
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private:
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/* 0x568 */ u8 field_0x568;
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/* 0x569 */ u8 mEnemyNum;
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/* 0x56A */ u8 mActivateSw;
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/* 0x56B */ u8 mDeactivateSw;
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/* 0x56C */ u8 mEndLoopSw;
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/* 0x56E */ csXyz mEnemyAngle;
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/* 0x574 */ s16 mEnemyProcName;
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/* 0x578 */ u32 mEnemyParams;
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/* 0x57C */ u32* mActorList;
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/* 0x580 */ u8 mActionMode;
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/* 0x582 */ s16 mKillCheckDelayTimer;
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/* 0x584 */ u8 mAction;
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/* 0x588 */ u8 unused[12];
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}; // Size: 0x594
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enum daObjE_EnemyType {
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ENEMY_NONE,
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ENEMY_KEESE,
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ENEMY_RAT,
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ENEMY_CHU,
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ENEMY_CHU2,
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ENEMY_BABY_GOHMA,
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ENEMY_BUBBLE,
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ENEMY_BOKOBLIN,
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ENEMY_LIZALFOS,
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ENEMY_SHADOW_BEAST,
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ENEMY_SHADOW_VERMIN,
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ENEMY_SHADOW_KEESE,
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ENEMY_BOKOBLIN2,
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};
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enum daObjE_Action {
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ACT_NORMAL,
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ACT_SEARCH,
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ACT_LOOP,
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ACT_DEFAULT = 0xF,
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};
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enum daObjE_Mode {
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MODE_CREATE,
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MODE_WAIT,
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MODE_KILL_CHECK,
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MODE_END,
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};
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#endif /* D_A_OBJ_ENEMY_CREATE_H */
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