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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);
}
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