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Rough in DMChar_05, animations and few other things still needed. Add Item_B_heart calls - free standing containers now draw proper items. Add small debug text to avoid race condition on gold dust spawning? TODO: Refactor float sizes as they are incorrect.
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,19 @@ | ||
#ifndef _RND_ACTORS_ITEM_B_HEART_H_ | ||
#define _RND_ACTORS_ITEM_B_HEART_H_ | ||
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#include "game/actor.h" | ||
#include "rnd/models.h" | ||
#if defined ENABLE_DEBUG || defined DEBUG_PRINT | ||
#include "common/debug.h" | ||
extern "C" { | ||
#include <3ds/svc.h> | ||
} | ||
#endif | ||
namespace rnd { | ||
extern "C" { | ||
void ItemBHeart_Init(game::act::Actor*, game::GlobalContext*); | ||
void ItemBHeart_Draw(game::act::Actor*, game::GlobalContext*); | ||
void ItemBHeart_Destroy(game::act::Actor*, game::GlobalContext*); | ||
} | ||
} // namespace rnd | ||
#endif |
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Original file line number | Diff line number | Diff line change |
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#include "rnd/actors/item_b_heart.h" | ||
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namespace rnd { | ||
extern "C" { | ||
void ItemBHeart_Init(game::act::Actor* actor, game::GlobalContext* gctx) { | ||
util::GetPointer<void(game::act::Actor*, game::GlobalContext*)>(0x464648)(actor, gctx); | ||
Model_SpawnByActor(actor, rnd::GetContext().gctx, 0x0D); | ||
} | ||
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void ItemBHeart_Draw(game::act::Actor* actor, game::GlobalContext*) { | ||
if (!Model_DrawByActor(actor)) { | ||
util::GetPointer<void(game::act::Actor*)>(0x4A779C)(actor); | ||
} | ||
} | ||
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void ItemBHeart_Destroy(game::act::Actor* self, game::GlobalContext* gctx) { | ||
Model_DestroyByActor(self); | ||
util::GetPointer<void(game::act::Actor*)>(0x4646F0)(self); | ||
} | ||
} | ||
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} // namespace rnd |
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