#include "ac_normal_npc.h" #include "m_lib.h" #include "m_actor_dlftbls.h" #include "m_object.h" #include "overlays/gamestates/ovl_play/m_play.h" void aNOR_actor_ct(Actor* thisx, Game_Play* game_play); void aNOR_actor_dt(Actor* thisx, Game_Play* game_play); void aNOR_actor_init(Actor* thisx, Game_Play* game_play); void aNOR_actor_save(Actor* thisx, Game_Play* game_play); void aNOR_actor_move(Actor* thisx, Game_Play* game_play); void aNOR_actor_draw(Actor* thisx, Game_Play* game_play); ActorProfile Normal_Npc_Profile = { /* */ ACTOR_NORMAL_NPC, /* */ ACTOR_PART_NPC, /* */ 0, /* */ 0x0000, /* */ GAMEPLAY_KEEP, /* */ sizeof(Normal_Npc), /* */ aNOR_actor_ct, /* */ aNOR_actor_dt, /* */ aNOR_actor_init, /* */ (void*)none_proc1, /* */ aNOR_actor_save, }; struct_809AEFA4 aNOR_ct_data = { aNOR_actor_move, aNOR_actor_draw, 1, NULL, NULL, NULL, NULL, }; void aNOR_actor_ct(Actor* thisx, Game_Play* game_play) { if (common_data.clip.unk_040->unk_BC(thisx, game_play) == 1) { common_data.clip.unk_040->unk_C0(thisx, game_play, &aNOR_ct_data); } } void aNOR_actor_dt(Actor* thisx, Game_Play* game_play) { common_data.clip.unk_040->unk_C4(thisx, game_play); } void aNOR_actor_save(Actor* thisx, Game_Play* game_play) { common_data.clip.unk_040->unk_C8(thisx, game_play); } void aNOR_actor_init(Actor* thisx, Game_Play* game_play) { common_data.clip.unk_040->unk_CC(thisx, game_play); } void aNOR_actor_move(Actor* thisx, Game_Play* game_play) { common_data.clip.unk_040->unk_D0(thisx, game_play); } void aNOR_actor_draw(Actor* thisx, Game_Play* game_play) { common_data.clip.unk_040->unk_E4(thisx, game_play); }