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#include "kaleido_manager.h"
#include "actor.h"
#include "actor_profile.h"
#include "play_state.h"
#include "player.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)

#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
                               "ntsc-1.2:128 pal-1.1:128"

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);

ActorProfile Player_Profile = {
    /**/ ACTOR_PLAYER,
    /**/ ACTORCAT_PLAYER,
    /**/ FLAGS,
    /**/ OBJECT_GAMEPLAY_KEEP,
    /**/ sizeof(Player),
    /**/ PlayerCall_Init,
    /**/ PlayerCall_Destroy,
    /**/ PlayerCall_Update,
    /**/ PlayerCall_Draw,
};

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);
}