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ac_cottage.h
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#ifndef AC_COTTAGE_H
#define AC_COTTAGE_H
#include "types.h"
#include "m_common_data.h"
#include "ac_structure.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef void (*COTTAGE_REWRITE_DOOR_PROC)(ACTOR*, GAME_PLAY*);
typedef void (*COTTAGE_SET_BG_OFFSET_PROC)(STRUCTURE_ACTOR*, int);
typedef int (*COTTAGE_CHECK_DOOR_IN_PROC)(STRUCTURE_ACTOR*, GAME_PLAY*);
typedef int (*COTTAGE_CHECK_DOOR_OUT_PROC)(STRUCTURE_ACTOR*, GAME_PLAY*);
typedef void (*COTTAGE_DEMO_DOOR_OPEN_PROC)(ACTOR*);
typedef f32 (*COTTAGE_LIGHT_AIM_PROC)(STRUCTURE_ACTOR*);
typedef void (*COTTAGE_LIGHT_CONTROL_PROC)(STRUCTURE_ACTOR*);
typedef struct t_cottage_data_s {
cKF_Skeleton_R_c* skl;
cKF_Animation_R_c* in_anim;
cKF_Animation_R_c* out_anim;
s16 structure_type;
s16 structure_palette;
Gfx* model;
bIT_ShadowData_c* shadow_data;
mActor_name_t actor_name;
Door_data_c* door_data;
COTTAGE_REWRITE_DOOR_PROC rewrite_door_proc; // Checked?
COTTAGE_SET_BG_OFFSET_PROC set_bg_offset_proc; // Checked
COTTAGE_CHECK_DOOR_IN_PROC check_door_in_proc; // Maybe actor?
COTTAGE_CHECK_DOOR_OUT_PROC check_door_out_proc; // Maybe actor?
COTTAGE_DEMO_DOOR_OPEN_PROC demo_door_open_proc; // Checked
COTTAGE_LIGHT_AIM_PROC light_aim_proc; // Checked?
COTTAGE_LIGHT_CONTROL_PROC light_control_proc; // Checked
} COTTAGE_DATA;
extern ACTOR_PROFILE Cottage_My_Profile;
extern ACTOR_PROFILE Cottage_Npc_Profile;
#ifdef __cplusplus
}
#endif
#endif