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Sep 4th, 2020
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  1. #include "z_en_rl.h"
  2. #include "vt.h"
  3.  
  4. #define FLAGS 0x00000010
  5.  
  6. #define THIS ((EnRl*)thisx)
  7.  
  8. void EnRl_Init(Actor* thisx, GlobalContext* globalCtx);
  9. void EnRl_Destroy(Actor* thisx, GlobalContext* globalCtx);
  10. void EnRl_Update(Actor* thisx, GlobalContext* globalCtx);
  11. void EnRl_Draw(Actor* thisx, GlobalContext* globalCtx);
  12.  
  13. /*void func_80AE7798(EnRl* this, GlobalContext* globalCtx);
  14. void func_80AE77B8(EnRl* this, GlobalContext* globalCtx);
  15. void func_80AE77F8(EnRl* this, GlobalContext* globalCtx);
  16. void func_80AE7838(EnRl* this, GlobalContext* globalCtx);
  17. void func_80AE7C64(EnRl* this, GlobalContext* globalCtx);
  18. void func_80AE7C94(EnRl* this, GlobalContext* globalCtx);
  19. void func_80AE7CE8(EnRl* this, GlobalContext* globalCtx);
  20. void func_80AE7D40(EnRl* this, GlobalContext* globalCtx);
  21. void func_80AE7FD0(EnRl* this, GlobalContext* globalCtx);
  22. void func_80AE7FDC(EnRl* this, GlobalContext* globalCtx);
  23. void func_80AE7D94(EnRl* this, GlobalContext* globalCtx);
  24.  
  25. s32 D_80AE81A0[] = {0x06003620, 0x06003960, 0x06003B60};
  26. s32 D_80AE81AC[] = {0x00000000};
  27. s32 D_80AE81B0[] = { func_80AE7798, func_80AE77B8, func_80AE77F8, func_80AE7838, func_80AE7C64, func_80AE7C94, func_80AE7CE8, func_80AE7D40};
  28. s32 D_80AE81D0[] = { func_80AE7FD0, func_80AE7FDC, func_80AE7D94};
  29.  
  30. const ActorInit En_Rl_InitVars = {
  31. ACTOR_EN_RL,
  32. ACTORTYPE_NPC,
  33. FLAGS,
  34. OBJECT_RL,
  35. sizeof(EnRl),
  36. (ActorFunc)EnRl_Init,
  37. (ActorFunc)EnRl_Destroy,
  38. (ActorFunc)EnRl_Update,
  39. (ActorFunc)EnRl_Draw,
  40. };*/
  41.  
  42. SkeletonHeader D_06007B38;
  43. AnimationHeader D_06000A3C;
  44.  
  45. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/EnRl_Destroy.s")
  46.  
  47. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE72D0.s")
  48.  
  49. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE7358.s")
  50.  
  51. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE73D8.s")
  52.  
  53. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE744C.s")
  54.  
  55. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE7494.s")
  56.  
  57. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE74B4.s")
  58.  
  59. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE74FC.s")
  60.  
  61. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE7544.s")
  62. /*void func_80AE7544(EnRl *this, GlobalContext *globalCtx) {
  63. SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06007B38, &D_06000A3C, 0, 0, 0);
  64. }*/
  65.  
  66. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE7590.s")
  67.  
  68. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE7668.s")
  69.  
  70. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE7698.s")
  71.  
  72. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE772C.s")
  73.  
  74. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE7798.s")
  75.  
  76. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE77B8.s")
  77.  
  78. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE77F8.s")
  79.  
  80. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE7838.s")
  81.  
  82. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE7878.s")
  83. /*void func_80AE7878(EnRl *this, GlobalContext *globalCtx) {
  84. SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06007B38, &D_06000A3C, 0, 0, 0);
  85. this->unk_194 = 4;
  86. this->actor.shape.unk_14 = 0;
  87. }*/
  88.  
  89. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE78D4.s")
  90.  
  91. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE7954.s")
  92.  
  93. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE79A4.s")
  94.  
  95. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE7AF8.s")
  96.  
  97. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE7BF8.s")
  98.  
  99. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE7C64.s")
  100.  
  101. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE7C94.s")
  102.  
  103. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE7CE8.s")
  104.  
  105. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE7D40.s")
  106.  
  107. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE7D94.s")
  108.  
  109. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/EnRl_Update.s")
  110.  
  111. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/EnRl_Init.s")
  112. /*void EnRl_Init(Actor *thisx, GlobalContext *globalCtx) {
  113. EnRl* this = THIS;
  114.  
  115. ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawFunc_Circle, 50.0f);
  116. if (this->actor.params == 2) {
  117. func_80AE7878(this, globalCtx);
  118. }
  119. else{
  120. func_80AE7544(this, globalCtx);
  121. }
  122. }*/
  123.  
  124. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE7FD0.s")
  125.  
  126. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/func_80AE7FDC.s")
  127.  
  128. #pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Rl/EnRl_Draw.s")
  129.  
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