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* C file * drafts * Actor_info_ct and Actor_info_dt * Actor_info_make_actor draft * new_var = &argC; * func_80057940_jp * Actor_free_overlay_area, actor_free_check, Actor_get_overlay_area, func_80057940_jp, Actor_data_bank_regist_check * Shape_Info_init * Actor struct's size confirmed, Actor_malloc_actor_class and Actor_init_actor_class * func_80056380_jp, Actor_info_part_new, restore_fgdata, Actor_info_delete * Actor_info_draw_actor * Actor_data_bank_dma_end_check, Actor_draw_actor_no_culling_check, Actor_draw_actor_no_culling_check2, Actor_cull_check, Actor_delete_check, Actor_info_make_child_actor, restore_fgdata_all, Actor_info_save_actor * gSegments * Actor_world_to_eye, Actor_position_speed_set, Actor_position_moveF and func_80057B70_jp * Actor_player_look_direction_check * Actor_position_move * find m_kankyo file split * Actor_ct * fgName * projection_pos_set, Actor_display_position_set * Actor_info_call_actor * func_80057A8C_jp * import data and bss * cleanups * more cleanup * format * and even more cleanup * hilite funcs * Part_Break_init * and more cleanup * Actor_draw * fake stuff * Part_Break stuff from OoT * a * fix * fix fake symbol * fix * fix
15 lines
243 B
C
15 lines
243 B
C
#ifndef M_SCENE_H
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#define M_SCENE_H
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#include "ultra64.h"
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#include "z64math.h"
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typedef struct ActorEntry {
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/* 0x0 */ s16 id;
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/* 0x2 */ Vec3s pos;
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/* 0x8 */ Vec3s rot;
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/* 0xE */ s16 params;
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} ActorEntry; // size = 0x10
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#endif
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