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path: root/soh/src/code/z_player_call.c
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#include "global.h"

#define FLAGS                                                                                 \
    (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_CULLING_DISABLED | \
     ACTOR_FLAG_DRAW_CULLING_DISABLED | ACTOR_FLAG_UPDATE_DURING_OCARINA | ACTOR_FLAG_CAN_PRESS_SWITCHES)

void (*sPlayerCallInitFunc)(Actor* thisx, PlayState* play);
void (*sPlayerCallDestroyFunc)(Actor* thisx, PlayState* play);
void (*sPlayerCallUpdateFunc)(Actor* thisx, PlayState* play);
void (*sPlayerCallDrawFunc)(Actor* thisx, PlayState* play);

void PlayerCall_Init(Actor* thisx, PlayState* play);
void PlayerCall_Destroy(Actor* thisx, PlayState* play);
void PlayerCall_Update(Actor* thisx, PlayState* play);
void PlayerCall_Draw(Actor* thisx, PlayState* play);

void Player_Init(Actor* thisx, PlayState* play);
void Player_Destroy(Actor* thisx, PlayState* play);
void Player_Update(Actor* thisx, PlayState* play);
void Player_Draw(Actor* thisx, PlayState* play);

const ActorInit Player_InitVars = {
    ACTOR_PLAYER,
    ACTORCAT_PLAYER,
    FLAGS,
    OBJECT_GAMEPLAY_KEEP,
    sizeof(Player),
    (ActorFunc)PlayerCall_Init,
    (ActorFunc)PlayerCall_Destroy,
    (ActorFunc)PlayerCall_Update,
    (ActorFunc)PlayerCall_Draw,
    NULL,
};

void PlayerCall_InitFuncPtrs(void) {
    sPlayerCallInitFunc = KaleidoManager_GetRamAddr(Player_Init);
    sPlayerCallDestroyFunc = KaleidoManager_GetRamAddr(Player_Destroy);
    sPlayerCallUpdateFunc = KaleidoManager_GetRamAddr(Player_Update);
    sPlayerCallDrawFunc = KaleidoManager_GetRamAddr(Player_Draw);
}

void PlayerCall_Init(Actor* thisx, PlayState* play) {
    KaleidoScopeCall_LoadPlayer();
    PlayerCall_InitFuncPtrs();
    sPlayerCallInitFunc(thisx, play);
}

void PlayerCall_Destroy(Actor* thisx, PlayState* play) {
    KaleidoScopeCall_LoadPlayer();
    sPlayerCallDestroyFunc(thisx, play);
}

void PlayerCall_Update(Actor* thisx, PlayState* play) {
    KaleidoScopeCall_LoadPlayer();
    sPlayerCallUpdateFunc(thisx, play);
}

void PlayerCall_Draw(Actor* thisx, PlayState* play) {
    KaleidoScopeCall_LoadPlayer();
    sPlayerCallDrawFunc(thisx, play);
}