mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
Bootstrap actors (#14)
* Bootstrap actors * Address feedback. Improve header guard. Remove ovl_Player_Actor, it will need to be handled seperately.
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+15
-15
@@ -2922,7 +2922,7 @@ void func_809200F8(void); // func_809200F8
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void ItemEtcetera_Update(void); // func_80920140
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void func_80920164(void); // func_80920164
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void func_809201BC(void); // func_809201BC
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void FireArrow_SetUpdateFunc(ActorArrowFire* this, actor_func update); // func_80920340
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void FireArrow_SetUpdateFunc(ActorArrowFire* this, ActorFunc update); // func_80920340
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void ArrowFire_Init(ActorArrowFire* this, GlobalContext* ctxt); // func_8092034C
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void ArrowFire_Destroy(ActorArrowFire* this, GlobalContext* ctxt); // func_809203F8
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void FireArrow_Update1(ActorArrowFire* pzParm1); // func_80920440
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@@ -8001,12 +8001,12 @@ void BgOpenSpot_Init(void); // func_80ACB1E0
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void BgOpenSpot_Destroy(void); // func_80ACB220
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void BgOpenSpot_Update(void); // func_80ACB230
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void func_80ACB2B0(void); // func_80ACB2B0
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void BgFuKaiten_Init(ActorBgFuKaiten* this, GlobalContext* ctxt); // func_80ACB400
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void BgFuKaiten_Destroy(ActorBgFuKaiten* this, GlobalContext* ctxt); // func_80ACB480
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void BgFuKaiten_UpdateRotation(ActorBgFuKaiten* this); // func_80ACB4B4
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void BgFuKaiten_UpdateHeight(ActorBgFuKaiten* this); // func_80ACB50C
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void BgFuKaiten_Update(ActorBgFuKaiten* this, GlobalContext* ctxt); // func_80ACB570
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void BgFuKaiten_Draw(ActorBgFuKaiten* this, GlobalContext* ctxt); // func_80ACB5A0
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void BgFuKaiten_Init(Actor* this, GlobalContext* ctxt); // func_80ACB400
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void BgFuKaiten_Destroy(Actor* this, GlobalContext* ctxt); // func_80ACB480
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void BgFuKaiten_UpdateRotation(Actor* this); // func_80ACB4B4
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void BgFuKaiten_UpdateHeight(Actor* this); // func_80ACB50C
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void BgFuKaiten_Update(Actor* this, GlobalContext* ctxt); // func_80ACB570
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void BgFuKaiten_Draw(Actor* this, GlobalContext* ctxt); // func_80ACB5A0
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void func_80ACB6A0(void); // func_80ACB6A0
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void func_80ACB7F4(void); // func_80ACB7F4
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void func_80ACB940(void); // func_80ACB940
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@@ -11748,14 +11748,14 @@ void func_80BD5118(void); // func_80BD5118
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void func_80BD5134(void); // func_80BD5134
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void BgIkanaBombwall_Update(void); // func_80BD51DC
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void BgIkanaBombwall_Draw(void); // func_80BD5200
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void BgIkanaRay_Init(ActorBgIkanaRay* this, GlobalContext* ctxt); // func_80BD53C0
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void BgIkanaRay_Destroy(ActorBgIkanaRay* this, GlobalContext* ctxt); // func_80BD546C
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void BgIkanaRay_SetDeactivated(ActorBgIkanaRay* this); // func_80BD5498
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void BgIkanaRay_UpdateCheckForActivation(ActorBgIkanaRay* this, GlobalContext* ctxt); // func_80BD54BC
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void BgIkanaRay_SetActivated(ActorBgIkanaRay* this); // func_80BD5500
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void BgIkanaRay_UpdateActivated(ActorBgIkanaRay* this, GlobalContext* ctxt); // func_80BD5530
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void BgIkanaRay_Update(ActorBgIkanaRay* this, GlobalContext* ctxt); // func_80BD556C
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void BgIkanaRay_Draw(ActorBgIkanaRay* this, GlobalContext* ctxt); // func_80BD5590
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void BgIkanaRay_Init(Actor* this, GlobalContext* ctxt); // func_80BD53C0
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void BgIkanaRay_Destroy(Actor* this, GlobalContext* ctxt); // func_80BD546C
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void BgIkanaRay_SetDeactivated(Actor* this); // func_80BD5498
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void BgIkanaRay_UpdateCheckForActivation(Actor* this, GlobalContext* ctxt); // func_80BD54BC
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void BgIkanaRay_SetActivated(Actor* this); // func_80BD5500
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void BgIkanaRay_UpdateActivated(Actor* this, GlobalContext* ctxt); // func_80BD5530
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void BgIkanaRay_Update(Actor* this, GlobalContext* ctxt); // func_80BD556C
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void BgIkanaRay_Draw(Actor* this, GlobalContext* ctxt); // func_80BD5590
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void func_80BD5690(void); // func_80BD5690
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void BgIkanaShutter_Init(void); // func_80BD5728
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void BgIkanaShutter_Destroy(void); // func_80BD57F4
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@@ -9526,7 +9526,7 @@ extern UNK_TYPE1 D_80ACB3B0; // D_80ACB3B0
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extern OverlayRelocationSection bgOpenSpotOverlayInfo; // D_80ACB3C0
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extern u32 bgOpenSpotOverlayRelocations[7]; // D_80ACB3D4
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extern u32 bgOpenSpotOverlayInfoOffset; // D_80ACB3FC
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extern ActorInit bgFuKaitenInitData; // D_80ACB630
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extern ActorInit Bg_Fu_Kaiten_InitVars; // D_80ACB630
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extern f32 D_80ACB650; // D_80ACB650
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extern OverlayRelocationSection bgFuKaitenOverlayInfo; // D_80ACB660
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extern u32 bgFuKaitenOverlayRelocations[8]; // D_80ACB674
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@@ -12749,7 +12749,7 @@ extern UNK_TYPE4 D_80BD52FC; // D_80BD52FC
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extern OverlayRelocationSection bgIkanaBombwallOverlayInfo; // D_80BD5300
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extern u32 bgIkanaBombwallOverlayRelocations[39]; // D_80BD5314
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extern u32 bgIkanaBombwallOverlayInfoOffset; // D_80BD53BC
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extern ActorInit bgIkanaRayInitData; // D_80BD55D0
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extern ActorInit Bg_Ikana_Ray_InitVars; // D_80BD55D0
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extern ColCylinderInit bgIkanaRayCylinderInit; // D_80BD55F0
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extern InitChainEntry bgIkanaRayCompInit[4]; // D_80BD561C
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extern OverlayRelocationSection bgIkanaRayOverlayInfo; // D_80BD5630
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+3
-22
@@ -992,8 +992,6 @@ typedef struct {
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/* 0x44 */ BgScenePolygonLists scenePolyLists;
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} StaticCollisionContext; // size = 0x50
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typedef struct ActorBgFuKaiten ActorBgFuKaiten;
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typedef struct ActorBgMbarChair ActorBgMbarChair;
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typedef struct ActorEnBji01 ActorEnBji01;
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@@ -1671,20 +1669,13 @@ typedef struct {
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/* 0x244 */ Vec3f unk244;
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/* 0x250 */ f32 unk250;
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/* 0x254 */ f32 unk254;
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/* 0x258 */ actor_func update;
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/* 0x258 */ ActorFunc update;
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/* 0x25C */ s16 unk25C;
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/* 0x25E */ u16 unk25E;
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/* 0x260 */ u8 unk260;
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/* 0x261 */ UNK_TYPE1 pad261[0x3];
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} ActorArrowFire; // size = 0x264
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typedef struct {
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/* 0x000 */ Actor base;
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/* 0x144 */ ColCylinder collision;
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/* 0x190 */ AnimatedTexture* animatedTextures;
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/* 0x194 */ actor_func update;
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} ActorBgIkanaRay; // size = 0x198
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struct ActorBgMbarChair {
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/* 0x000 */ Actor base;
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/* 0x144 */ UNK_TYPE1 pad144[0x18];
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@@ -1751,7 +1742,7 @@ typedef struct {
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/* 0x14A */ u16 unk14A;
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/* 0x14C */ u8 unk14C;
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/* 0x14D */ UNK_TYPE1 pad14D[0x3];
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/* 0x150 */ actor_func unk150;
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/* 0x150 */ ActorFunc unk150;
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} ActorEnTest4; // size = 0x154
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struct ActorObjBell {
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@@ -1765,22 +1756,12 @@ struct ActorObjBell {
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/* 0x214 */ s16 unk214;
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/* 0x216 */ UNK_TYPE1 pad216[0x12];
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}; // size = 0x228
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struct ActorBgFuKaiten {
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/* 0x000 */ DynaPolyActor bg;
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/* 0x15C */ UNK_TYPE1 pad15C[0x4];
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/* 0x160 */ f32 elevation;
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/* 0x164 */ f32 bouceHeight;
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/* 0x168 */ s16 rotationSpeed;
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/* 0x16A */ s16 bounceSpeed;
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/* 0x16C */ s16 bounce;
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/* 0x16E */ UNK_TYPE1 pad16E[0x2];
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}; // size = 0x170
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struct ActorBgIknvObj {
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/* 0x000 */ DynaPolyActor bg;
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/* 0x15C */ ColCylinder collision;
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/* 0x1A8 */ u32 displayListAddr;
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/* 0x1AC */ actor_func updateFunc;
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/* 0x1AC */ ActorFunc updateFunc;
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}; // size = 0x1B0
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typedef struct {
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+26
-12
@@ -11,7 +11,7 @@ struct GlobalContext;
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struct LightMapper;
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struct BgPolygon;
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typedef void(*actor_func)(struct Actor* this, struct GlobalContext* ctxt);
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typedef void(*ActorFunc)(struct Actor* this, struct GlobalContext* ctxt);
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typedef struct {
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/* 0x00 */ Vec3f pos;
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@@ -61,14 +61,13 @@ typedef struct {
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typedef struct {
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/* 0x00 */ s16 id;
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/* 0x02 */ u8 type;
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/* 0x03 */ u8 room;
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/* 0x04 */ u32 flags;
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/* 0x08 */ s16 objectId;
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/* 0x0C */ u32 instanceSize;
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/* 0x10 */ actor_func init;
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/* 0x14 */ actor_func destroy;
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/* 0x18 */ actor_func update;
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/* 0x1C */ actor_func draw;
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/* 0x10 */ ActorFunc init;
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/* 0x14 */ ActorFunc destroy;
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/* 0x18 */ ActorFunc update;
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/* 0x1C */ ActorFunc draw;
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} ActorInit; // size = 0x20
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typedef struct {
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@@ -152,10 +151,10 @@ typedef struct Actor {
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/* 0x124 */ struct Actor* child;
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/* 0x128 */ struct Actor* prev;
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/* 0x12C */ struct Actor* next;
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/* 0x130 */ actor_func init;
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/* 0x134 */ actor_func destroy;
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/* 0x138 */ actor_func update;
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/* 0x13C */ actor_func draw;
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/* 0x130 */ ActorFunc init;
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/* 0x134 */ ActorFunc destroy;
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/* 0x138 */ ActorFunc update;
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/* 0x13C */ ActorFunc draw;
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/* 0x140 */ ActorOverlay* overlayEntry;
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} Actor; // size = 0x144
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@@ -212,7 +211,7 @@ typedef struct {
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typedef struct {
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/* 0x000 */ Actor base;
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/* 0x144 */ actor_func update;
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/* 0x144 */ ActorFunc update;
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/* 0x148 */ s16 collectibleFlagId;
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/* 0x14A */ s16 unk14A;
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/* 0x14C */ s16 unk14C;
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@@ -226,11 +225,26 @@ typedef struct {
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typedef struct {
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/* 0x000 */ Actor base;
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/* 0x144 */ actor_func update;
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/* 0x144 */ ActorFunc update;
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/* 0x148 */ ColCylinder collision;
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/* 0x194 */ UNK_TYPE1 pad194[0x14];
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} ActorEnAObj; // size = 0x1A8
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typedef enum {
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/* 0x00 */ ACTORTYPE_SWITCH,
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/* 0x01 */ ACTORTYPE_BG,
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/* 0x02 */ ACTORTYPE_PLAYER,
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/* 0x03 */ ACTORTYPE_EXPLOSIVES,
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/* 0x04 */ ACTORTYPE_NPC,
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/* 0x05 */ ACTORTYPE_ENEMY,
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/* 0x06 */ ACTORTYPE_PROP,
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/* 0x07 */ ACTORTYPE_ITEMACTION,
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/* 0x08 */ ACTORTYPE_MISC,
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/* 0x09 */ ACTORTYPE_BOSS,
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/* 0x0A */ ACTORTYPE_DOOR,
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/* 0x0B */ ACTORTYPE_CHEST
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} ActorType;
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typedef enum {
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/* 0x000 */ ACTOR_PLAYER,
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/* 0x001 */ ACTOR_EN_TEST,
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