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ooot/include/z64actor.h
2022-04-13 17:00:45 -04:00

559 lines
19 KiB
C++

#pragma once
#include "color.h"
#include "framerate.h"
#include "z64animation.h"
#include "z64collision_check.h"
#include "z64dma.h"
#include "z64math.h"
#include "globalctx.h"
union Gfx;
#define ACTOR_NUMBER_MAX 200
#define INVISIBLE_ACTOR_MAX 20
#define AM_FIELD_SIZE 0x27A0
#define MASS_IMMOVABLE 0xFF // Cannot be pushed by OC collisions
#define MASS_HEAVY 0xFE // Can only be pushed by OC collisions with IMMOVABLE and HEAVY objects.
enum DynaPolyMoveFlag
{
DPM_UNK = 0,
DPM_PLAYER = 1,
DPM_ENEMY = 2,
DPM_UNK3 = 3
};
struct Actor;
struct Lights;
typedef void (*ActorFunc)(struct Actor*, GlobalContext*);
typedef void (*ActorShadowFunc)(struct Actor*, struct Lights*, GlobalContext*);
typedef u16 (*callback1_800343CC)(GlobalContext*, struct Actor*);
typedef s16 (*callback2_800343CC)(GlobalContext*, struct Actor*);
struct ActorEntry
{
/* 0x00 */ s16 id;
/* 0x02 */ Vec3s pos;
/* 0x08 */ Vec3s rot;
/* 0x0E */ s16 params;
}; // size = 0x10
struct ActorInit
{
constexpr ActorInit(s16 id, u8 category, u32 flags, s16 objectId, u32 instanceSize, ActorFunc init, ActorFunc destroy, ActorFunc update, ActorFunc draw, ActorFunc reset) :
id(id), category(category), flags(flags), objectId(objectId), instanceSize(instanceSize), init(init), destroy(destroy), update(update), draw(draw), reset(reset)
{
}
/* 0x00 */ s16 id;
/* 0x02 */ u8 category; // Classifies actor and determines when it will update or draw
/* 0x04 */ u32 flags;
/* 0x08 */ s16 objectId;
/* 0x0C */ u32 instanceSize;
/* 0x10 */ ActorFunc init; // Constructor
/* 0x14 */ ActorFunc destroy; // Destructor
/* 0x18 */ ActorFunc update; // Update Function
/* 0x1C */ ActorFunc draw; // Draw function
ActorFunc reset; // Reset function
}; // size = 0x20
enum AllocType
{
/* 0 */ ALLOCTYPE_NORMAL,
/* 1 */ ALLOCTYPE_ABSOLUTE,
/* 2 */ ALLOCTYPE_PERMANENT
};
struct ActorOverlay
{
/* 0x00 */ Pointer vromStart;
/* 0x04 */ Pointer vromEnd;
/* 0x08 */ Pointer vramStart;
/* 0x0C */ Pointer vramEnd;
/* 0x10 */ Pointer loadedRamAddr; // original name: "allocp"
/* 0x14 */ ActorInit* initInfo;
/* 0x18 */ const char* name;
/* 0x1C */ u16 allocType;
/* 0x1E */ s8 numLoaded; // original name: "clients"
}; // size = 0x20
struct DamageTable
{
u8 table[32];
};
struct CollisionCheckInfoInit
{
/* 0x00 */ u8 health;
/* 0x02 */ s16 cylRadius;
/* 0x04 */ s16 cylHeight;
/* 0x06 */ u8 mass;
};
struct CollisionCheckInfoInit2
{
/* 0x00 */ u8 health;
/* 0x02 */ s16 cylRadius;
/* 0x04 */ s16 cylHeight;
/* 0x06 */ s16 cylYShift;
/* 0x08 */ u8 mass;
};
struct CollisionCheckInfo
{
/* 0x00 */ DamageTable* damageTable;
/* 0x04 */ Vec3f displacement; // Amount to correct velocity (0x5C) by when colliding into a body
/* 0x10 */ s16 cylRadius; // Used for various purposes
/* 0x12 */ s16 cylHeight; // Used for various purposes
/* 0x14 */ s16 cylYShift; // Unused. Purpose inferred from Cylinder16 and CollisionCheck_CylSideVsLineSeg
/* 0x16 */ u8 mass; // Used to compute displacement for OC collisions
/* 0x17 */ u8 health; // Note: some actors may use their own health variable instead of this one
/* 0x18 */ u8 damage; // Amount to decrement health by
/* 0x19 */ u8 damageEffect; // Stores what effect should occur when hit by a weapon
/* 0x1A */ u8 atHitEffect; // Stores what effect should occur when AT connects with an AC
/* 0x1B */ u8 acHitEffect; // Stores what effect should occur when AC is touched by an AT
}; // size = 0x1C
struct ActorShape
{
/* 0x00 */ VecRot rot; // Current actor shape rotation
/* 0x06 */ s16 face; // Used to index eyebrow/eye/mouth textures. Only used by player
/* 0x08 */ f32 yOffset; // Model y axis offset. Represents model space units
/* 0x0C */ ActorShadowFunc shadowDraw; // Shadow draw function
/* 0x10 */ f32 shadowScale; // Changes the size of the shadow
/* 0x14 */ u8 shadowAlpha; // Default is 255
/* 0x15 */ u8 feetFloorFlags; // Set if the actor's foot is clipped under the floor. & 1 is right foot, & 2 is left
/* 0x18 */ Vec3f feetPos[2]; // Update by using `Actor_SetFeetPos` in PostLimbDraw
}; // size = 0x30
#define ACTOR_FLAG_0 (1 << 0)
#define ACTOR_FLAG_2 (1 << 2)
#define ACTOR_FLAG_3 (1 << 3)
#define ACTOR_FLAG_4 (1 << 4)
#define ACTOR_FLAG_5 (1 << 5)
#define ACTOR_FLAG_UNCULLED (1 << 6)
#define ACTOR_FLAG_7 (1 << 7)
#define ACTOR_FLAG_8 (1 << 8)
#define ACTOR_FLAG_9 (1 << 9)
#define ACTOR_FLAG_10 (1 << 10)
#define ACTOR_FLAG_11 (1 << 11)
#define ACTOR_FLAG_12 (1 << 12)
#define ACTOR_FLAG_13 (1 << 13)
#define ACTOR_FLAG_14 (1 << 14)
#define ACTOR_FLAG_15 (1 << 15)
#define ACTOR_FLAG_16 (1 << 16)
#define ACTOR_FLAG_17 (1 << 17)
#define ACTOR_FLAG_18 (1 << 18)
#define ACTOR_FLAG_19 (1 << 19)
#define ACTOR_FLAG_20 (1 << 20)
#define ACTOR_FLAG_21 (1 << 21)
#define ACTOR_FLAG_22 (1 << 22)
#define ACTOR_FLAG_23 (1 << 23)
#define ACTOR_FLAG_24 (1 << 24)
#define ACTOR_FLAG_25 (1 << 25)
#define ACTOR_FLAG_26 (1 << 26)
#define ACTOR_FLAG_27 (1 << 27)
#define ACTOR_FLAG_28 (1 << 28)
struct Actor
{
/* 0x000 */ s16 id; // Actor ID
/* 0x002 */ u8 category; // Actor category. Refer to the corresponding enum for values
/* 0x003 */ s8 room; // Room number the actor is in. -1 denotes that the actor won't despawn on a room change
/* 0x004 */ u32 flags; // Flags used for various purposes
/* 0x008 */ PosRot home; // Initial position/rotation when spawned. Can be used for other purposes
/* 0x01C */ s16 params; // Configurable variable set by the actor's spawn data; original name: "args_data"
/* 0x01E */ s32 objBankIndex; // Object bank index of the actor's object dependency; original name: "bank"
/* 0x01F */ s8 targetMode; // Controls how far the actor can be targeted from and how far it can stay locked on
/* 0x020 */ u16 sfx; // SFX ID to play. Sound plays when value is set, then is cleared the following update cycle
/* 0x024 */ PosRot world; // Position/rotation in the world
/* 0x038 */ PosRot focus; // Target reticle focuses on this position. For player this represents head pos and rot
/* 0x04C */ f32 targetArrowOffset; // Height offset of the target arrow relative to `focus` position
/* 0x050 */ Vec3f scale; // Scale of the actor in each axis
/* 0x05C */ Vec3f velocity; // Velocity of the actor in each axis
/* 0x068 */ f32 speedXZ; // How fast the actor is traveling along the XZ plane
/* 0x06C */ f32 gravity; // Acceleration due to gravity. Value is added to Y velocity every frame
/* 0x070 */ f32 minVelocityY; // Sets the lower bounds cap on velocity along the Y axis
/* 0x074 */ struct CollisionPoly* wallPoly; // Wall polygon the actor is touching
/* 0x078 */ struct CollisionPoly* floorPoly; // Floor polygon directly below the actor
/* 0x07C */ u8 wallBgId; // Bg ID of the wall polygon the actor is touching
/* 0x07D */ u8 floorBgId; // Bg ID of the floor polygon directly below the actor
/* 0x07E */ s16 wallYaw; // Y rotation of the wall polygon the actor is touching
/* 0x080 */ f32 floorHeight; // Y position of the floor polygon directly below the actor
/* 0x084 */ f32 yDistToWater; // Distance to the surface of active waterbox. Negative value means above water
/* 0x088 */ u16 bgCheckFlags; // See comments below actor struct for wip docs. TODO: macros for these flags
/* 0x08A */ s16 yawTowardsPlayer; // Y rotation difference between the actor and the player
/* 0x08C */ f32 xyzDistToPlayerSq; // Squared distance between the actor and the player in the x,y,z axis
/* 0x090 */ f32 xzDistToPlayer; // Distance between the actor and the player in the XZ plane
/* 0x094 */ f32 yDistToPlayer; // Dist is negative if the actor is above the player
/* 0x098 */ CollisionCheckInfo colChkInfo; // Variables related to the Collision Check system
/* 0x0B4 */ ActorShape shape; // Variables related to the physical shape of the actor
/* 0x0E4 */ Vec3f projectedPos; // Position of the actor in projected space
/* 0x0F0 */ f32 projectedW; // w component of the projected actor position
/* 0x0F4 */ f32 uncullZoneForward; // Amount to increase the uncull zone forward by (in projected space)
/* 0x0F8 */ f32 uncullZoneScale; // Amount to increase the uncull zone scale by (in projected space)
/* 0x0FC */ f32 uncullZoneDownward; // Amount to increase uncull zone downward by (in projected space)
/* 0x100 */ Vec3f prevPos; // World position from the previous update cycle
/* 0x10C */ u8 isTargeted; // Set to true if the actor is currently being targeted by the player
/* 0x10D */ u8 targetPriority; // Lower values have higher priority. Resets to 0 when player stops targeting
/* 0x10E */ u16 textId; // Text ID to pass to link/display when interacting with the actor
/* 0x110 */ TimerU16 freezeTimer; // Actor does not update when set. Timer decrements automatically
/* 0x112 */ u16 colorFilterParams; // Set color filter to red, blue, or white. Toggle opa or xlu
/* 0x114 */ u8 colorFilterTimer; // A non-zero value enables the color filter. Decrements automatically
/* 0x115 */ u8 isDrawn; // Set to true if the actor is currently being drawn. Always stays false for lens actors
/* 0x116 */ u8 dropFlag; // Configures what item is dropped by the actor from `Item_DropCollectibleRandom`
/* 0x117 */ u8 naviEnemyId; // Sets what 0600 dialog to display when talking to navi. Default 0xFF
/* 0x118 */ struct Actor* parent; // Usage is actor specific. Set if actor is spawned via `Actor_SpawnAsChild`
/* 0x11C */ struct Actor* child; // Usage is actor specific. Set if actor is spawned via `Actor_SpawnAsChild`
/* 0x120 */ struct Actor* prev; // Previous actor of this category
/* 0x124 */ struct Actor* next; // Next actor of this category
/* 0x128 */ ActorFunc init; // Initialization Routine. Called by `Actor_Init` or `Actor_UpdateAll`
/* 0x12C */ ActorFunc destroy; // Destruction Routine. Called by `Actor_Destroy`
/* 0x130 */ ActorFunc update; // Update Routine. Called by `Actor_UpdateAll`
/* 0x134 */ ActorFunc draw; // Draw Routine. Called by `Actor_Draw`
/* 0x138 */ ActorOverlay* overlayEntry; // Pointer to the overlay table entry for this actor
/* 0x13C */ char dbgPad[0x10]; // Padding that only exists in the debug rom
}; // size = 0x14C
enum ActorFootIndex
{
/* 0 */ FOOT_LEFT,
/* 1 */ FOOT_RIGHT
};
/*
BgCheckFlags WIP documentation:
& 0x001 : Standing on the ground
& 0x002 : Has touched the ground (only active for 1 frame)
& 0x004 : Has left the ground (only active for 1 frame)
& 0x008 : Touching a wall
& 0x010 : Touching a ceiling
& 0x020 : On or below water surface
& 0x040 : Has touched water (actor is responsible for unsetting this the frame it touches the water)
& 0x080 : Similar to & 0x1 but with no velocity check and is cleared every frame
& 0x100 : Crushed between a floor and ceiling (triggers a void for player)
& 0x200 : Unknown (only set/used by player so far)
*/
/*
colorFilterParams WIP documentation
& 0x8000 : white
& 0x4000 : red
if neither of the above are set : blue
(& 0x1F00 >> 5) | 7 : color intensity
0x2000 : translucent, else opaque
*/
struct DynaPolyActor
{
/* 0x000 */ struct Actor actor;
/* 0x14C */ s32 bgId;
/* 0x150 */ f32 unk_150;
/* 0x154 */ f32 unk_154;
/* 0x158 */ s16 unk_158; // y rotation?
/* 0x15A */ u16 unk_15A;
/* 0x15C */ u32 unk_15C;
/* 0x160 */ u8 unk_160;
/* 0x162 */ s16 unk_162;
}; // size = 0x164
struct BodyBreak
{
/* 0x00 */ MtxF* matrices;
/* 0x04 */ s16* objectIds;
/* 0x08 */ s16 count;
/* 0x0C */ Gfx** dLists;
/* 0x10 */ s32 val; // used for various purposes: both a status indicator and counter
/* 0x14 */ s32 prevLimbIndex;
};
#define BODYBREAK_OBJECT_DEFAULT -1 // use the same object as the actor
#define BODYBREAK_STATUS_READY -1
#define BODYBREAK_STATUS_FINISHED 0
enum Item00Type
{
/* 0x00 */ ITEM00_RUPEE_GREEN,
/* 0x01 */ ITEM00_RUPEE_BLUE,
/* 0x02 */ ITEM00_RUPEE_RED,
/* 0x03 */ ITEM00_HEART,
/* 0x04 */ ITEM00_BOMBS_A,
/* 0x05 */ ITEM00_ARROWS_SINGLE,
/* 0x06 */ ITEM00_HEART_PIECE,
/* 0x07 */ ITEM00_HEART_CONTAINER,
/* 0x08 */ ITEM00_ARROWS_SMALL,
/* 0x09 */ ITEM00_ARROWS_MEDIUM,
/* 0x0A */ ITEM00_ARROWS_LARGE,
/* 0x0B */ ITEM00_BOMBS_B,
/* 0x0C */ ITEM00_NUTS,
/* 0x0D */ ITEM00_STICK,
/* 0x0E */ ITEM00_MAGIC_LARGE,
/* 0x0F */ ITEM00_MAGIC_SMALL,
/* 0x10 */ ITEM00_SEEDS,
/* 0x11 */ ITEM00_SMALL_KEY,
/* 0x12 */ ITEM00_FLEXIBLE,
/* 0x13 */ ITEM00_RUPEE_ORANGE,
/* 0x14 */ ITEM00_RUPEE_PURPLE,
/* 0x15 */ ITEM00_SHIELD_DEKU,
/* 0x16 */ ITEM00_SHIELD_HYLIAN,
/* 0x17 */ ITEM00_TUNIC_ZORA,
/* 0x18 */ ITEM00_TUNIC_GORON,
/* 0x19 */ ITEM00_BOMBS_SPECIAL
};
struct EnItem00;
typedef void (*EnItem00ActionFunc)(struct EnItem00*, GlobalContext*);
struct EnItem00
{
/* 0x000 */ Actor actor;
/* 0x14C */ EnItem00ActionFunc actionFunc;
/* 0x150 */ s16 collectibleFlag;
/* 0x152 */ s16 getItemId;
/* 0x154 */ s16 unk_154;
/* 0x156 */ s16 unk_156;
/* 0x158 */ s16 unk_158;
/* 0x15A */ s16 unk_15A;
/* 0x15C */ f32 scale;
/* 0x160 */ ColliderCylinder collider;
}; // size = 0x1AC
// Only A_OBJ_SIGNPOST_OBLONG and A_OBJ_SIGNPOST_ARROW are used in room files.
enum AObjType
{
/* 0x00 */ A_OBJ_BLOCK_SMALL,
/* 0x01 */ A_OBJ_BLOCK_LARGE,
/* 0x02 */ A_OBJ_BLOCK_HUGE,
/* 0x03 */ A_OBJ_BLOCK_SMALL_ROT,
/* 0x04 */ A_OBJ_BLOCK_LARGE_ROT,
/* 0x05 */ A_OBJ_CUBE_SMALL,
/* 0x06 */ A_OBJ_UNKNOWN_6,
/* 0x07 */ A_OBJ_GRASS_CLUMP,
/* 0x08 */ A_OBJ_TREE_STUMP,
/* 0x09 */ A_OBJ_SIGNPOST_OBLONG,
/* 0x0A */ A_OBJ_SIGNPOST_ARROW,
/* 0x0B */ A_OBJ_BOULDER_FRAGMENT,
/* 0x0C */ A_OBJ_MAX
};
struct EnAObj;
typedef void (*EnAObjActionFunc)(struct EnAObj*, GlobalContext*);
struct EnAObj
{
/* 0x000 */ DynaPolyActor dyna;
/* 0x164 */ EnAObjActionFunc actionFunc;
/* 0x168 */ s32 rotateWaitTimer;
/* 0x16C */ s16 textId;
/* 0x16E */ s16 rotateState;
/* 0x170 */ s16 rotateForTimer;
/* 0x172 */ s16 rotSpeedY;
/* 0x174 */ s16 rotSpeedX;
/* 0x178 */ f32 focusYoffset;
/* 0x17C */ ColliderCylinder collider;
}; // size = 0x1C8
enum ActorCategory
{
/* 0x00 */ ACTORCAT_SWITCH,
/* 0x01 */ ACTORCAT_BG,
/* 0x02 */ ACTORCAT_PLAYER,
/* 0x03 */ ACTORCAT_EXPLOSIVE,
/* 0x04 */ ACTORCAT_NPC,
/* 0x05 */ ACTORCAT_ENEMY,
/* 0x06 */ ACTORCAT_PROP,
/* 0x07 */ ACTORCAT_ITEMACTION,
/* 0x08 */ ACTORCAT_MISC,
/* 0x09 */ ACTORCAT_BOSS,
/* 0x0A */ ACTORCAT_DOOR,
/* 0x0B */ ACTORCAT_CHEST
};
#define DEFINE_ACTOR(_0, enum, _2) enum,
#define DEFINE_ACTOR_INTERNAL(_0, enum, _2) enum,
#define DEFINE_ACTOR_UNSET(enum) enum,
enum ActorID
{
#include "tables/actor_table.h"
/* 0x0192 */ ACTOR_ID_MAX // originally "ACTOR_DLF_MAX"
};
#undef DEFINE_ACTOR
#undef DEFINE_ACTOR_INTERNAL
#undef DEFINE_ACTOR_UNSET
enum DoorLockType
{
DOORLOCK_NORMAL,
DOORLOCK_BOSS,
DOORLOCK_NORMAL_SPIRIT
};
struct TargetContextEntry
{
/* 0x00 */ Vec3f pos;
/* 0x0C */ f32 unk_0C; // radius?
/* 0x10 */ Color_RGB8 color;
}; // size = 0x14
struct TitleCardContext
{
/* 0x00 */ void* texture;
/* 0x04 */ s16 x;
/* 0x06 */ s16 y;
/* 0x08 */ u8 width;
/* 0x09 */ u8 height;
/* 0x0A */ TimerU8 durationTimer; // how long the title card appears for before fading
/* 0x0B */ TimerU8 delayTimer; // how long the title card waits to appear
/* 0x0C */ s16 alpha;
/* 0x0E */ s16 intensity;
}; // size = 0x10
struct TargetContext
{
/* 0x00 */ Vec3f naviRefPos; // possibly wrong
/* 0x0C */ Vec3f targetCenterPos;
/* 0x18 */ Color_RGBAf naviInner;
/* 0x28 */ Color_RGBAf naviOuter;
/* 0x38 */ Actor* arrowPointedActor;
/* 0x3C */ Actor* targetedActor;
/* 0x40 */ f32 unk_40;
/* 0x44 */ f32 unk_44;
/* 0x48 */ s16 unk_48;
/* 0x4A */ u8 activeCategory;
/* 0x4B */ Counter unk_4B;
/* 0x4C */ s8 unk_4C;
/* 0x4D */ char unk_4D[0x03];
/* 0x50 */ TargetContextEntry arr_50[3];
/* 0x8C */ Actor* unk_8C;
/* 0x90 */ Actor* bgmEnemy; // The nearest enemy to player with the right flags that will trigger NA_BGM_ENEMY
/* 0x94 */ Actor* unk_94;
}; // size = 0x98
struct ActorListEntry
{
/* 0x00 */ s32 length; // number of actors loaded of this category
/* 0x04 */ Actor* head; // pointer to head of the linked list of this category (most recent actor added)
}; // size = 0x08
struct ActorContext
{
/* 0x0000 */ TimerU8 freezeFlashTimer;
/* 0x0001 */ char unk_01[0x01];
/* 0x0002 */ u8 unk_02;
/* 0x0003 */ u8 unk_03;
/* 0x0004 */ char unk_04[0x04];
/* 0x0008 */ u8 total; // total number of actors loaded
/* 0x0009 */ char unk_09[0x03];
/* 0x000C */ ActorListEntry actorLists[12];
/* 0x006C */ TargetContext targetCtx;
struct
{
/* 0x0104 */ u32 swch;
/* 0x0108 */ u32 tempSwch;
/* 0x010C */ u32 unk0;
/* 0x0110 */ u32 unk1;
/* 0x0114 */ u32 chest;
/* 0x0118 */ u32 clear;
/* 0x011C */ u32 tempClear;
/* 0x0120 */ u32 collect;
/* 0x0124 */ u32 tempCollect;
} flags;
/* 0x0128 */ TitleCardContext titleCtx;
/* 0x0138 */ char unk_138[0x04];
/* 0x013C */ void* absoluteSpace; // Space used to allocate actor overlays of alloc type 1
}; // size = 0x140
struct struct_80034A14_arg1
{
/* 0x00 */ s16 unk_00;
/* 0x02 */ s16 unk_02;
/* 0x04 */ TimerS16 unk_04;
/* 0x06 */ s16 unk_06;
/* 0x08 */ Vec3s unk_08;
/* 0x0E */ Vec3s unk_0E;
/* 0x14 */ f32 unk_14;
/* 0x18 */ Vec3f unk_18;
/* 0x24 */ s16 unk_24;
}; // size = 0x28
// Some animation related structure
struct struct_80034EC0_Entry
{
/* 0x00 */ AnimationHeader* animation;
/* 0x04 */ f32 playbackSpeed;
/* 0x08 */ f32 startFrame;
/* 0x0C */ f32 frameCount;
/* 0x10 */ u8 mode;
/* 0x14 */ f32 transitionRate;
}; // size = 0x18
// Another animation related structure
struct struct_D_80AA1678
{
/* 0x00 */ AnimationHeader* animation;
/* 0x04 */ f32 frameCount;
/* 0x08 */ u8 mode;
/* 0x0C */ f32 transitionRate;
}; // size = 0x10
s32 func_800343CC(GlobalContext* globalCtx, Actor* actor, s16* arg2, f32 interactRange, u16 (*unkFunc1)(GlobalContext*, Actor*), s16 (*unkFunc2)(GlobalContext*, Actor*));
extern ActorOverlay gActorOverlayTable[ACTOR_ID_MAX]; // original name: "actor_dlftbls" 801162A0
extern s32 gMaxActorId; // original name: "MaxProfile"
extern Gfx D_80116280[];
#include <memory>
namespace oot::overlay
{
class IOverlay
{
public:
constexpr IOverlay()
{
}
virtual ~IOverlay();
};
namespace actor
{
class IInstance
{
public:
};
class IActor : public IOverlay
{
public:
constexpr IActor(s16 id, u8 category, u32 flags, s16 objectId) : IOverlay(), m_id(id), m_category(category), m_flags(flags), m_objectId(objectId)
{
}
virtual ~IActor()
{
}
template <class T> std::shared_ptr<IInstance> spawn()
{
return std::make_shared<T>();
}
protected:
s16 m_id;
u8 m_category; // Classifies actor and determines when it will update or draw
u32 m_flags;
s16 m_objectId;
};
} // namespace actor
} // namespace oot::overlay