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* z64play.h * Move macros, functions and variables to header * cleanup * Reduce needed headers on z_collision_check * Change play functions to take PlayState * Move `Actor_ProcessInitChain` to `ichain.h` * format * Update src/code/z_play.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Add macros.h to sys_math3d.c * Rename SequenceContext to SceneSequences --------- Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
21 lines
435 B
C
21 lines
435 B
C
#ifndef Z64FRAMEADVANCE_H
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#define Z64FRAMEADVANCE_H
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#include "ultra64.h"
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struct Input;
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struct PlayState;
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typedef struct FrameAdvanceContext {
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/* 0x0 */ s32 enabled;
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/* 0x4 */ s32 timer;
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} FrameAdvanceContext; // size = 0x8
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void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx);
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s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, struct Input* input);
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s32 FrameAdvance_IsEnabled(struct PlayState* this);
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#endif
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