4#include <game/bases/d_actor_data.hpp>
5#include <game/mLib/m_vec.hpp>
7#define CD_BLOCK_COUNT 14
27 WRAP_AROUND_EDGES = BIT_FLAG(0),
33 u8 mInitialNextGotoID;
57 NEXT_GOTO_TYPE_LEVEL_ENTRANCE,
59 NEXT_GOTO_TYPE_DOOR_EXIT,
60 NEXT_GOTO_TYPE_PIPE_U,
61 NEXT_GOTO_TYPE_PIPE_D,
62 NEXT_GOTO_TYPE_PIPE_L,
63 NEXT_GOTO_TYPE_PIPE_R,
65 NEXT_GOTO_TYPE_GROUND_POUND,
73 NEXT_GOTO_TYPE_MINI_PIPE_U,
74 NEXT_GOTO_TYPE_MINI_PIPE_D,
75 NEXT_GOTO_TYPE_MINI_PIPE_L,
76 NEXT_GOTO_TYPE_MINI_PIPE_R,
77 NEXT_GOTO_TYPE_JUMP_R,
79 NEXT_GOTO_TYPE_WATER_TANK,
81 NEXT_GOTO_TYPE_JUMP_L,
82 NEXT_GOTO_TYPE_BOSS_JUMP_R,
83 NEXT_GOTO_TYPE_BOSS_FALL,
84 NEXT_GOTO_TYPE_DOOR_ENTER
89 NEXT_GOTO_FLAG_RAIL_REVERSE = BIT_FLAG(0),
90 NEXT_GOTO_FLAG_WATER_TANK = BIT_FLAG(2),
91 NEXT_GOTO_FLAG_RAIL = BIT_FLAG(3),
92 NEXT_GOTO_FLAG_ONLY_EXIT = BIT_FLAG(7)
120 return dActorData_c::getMapActorInfo(mMapActorID)->mProfileName;
149 u16 mColorObj, mColorBG;
152 u8 mZoomType, mZoomID, mZoomChange;
157 u8 mAreaBgm, mBgmMode;
168 u16 mNodeIdx, mCount;
u16 ProfileName
The name of a profile. Value is a fProfile::PROFILE_NAME_e.
u8 mType
See NextGotoType_e.
u16 mFlags
See NextGotoFlags_e.
u8 mDestFile
0 = same file, others are 1-indexed.