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ObjectTableSnapshot Struct Reference

Actors kept across a battle or a saved scene, with parallel sprite state. More...

#include <object_runtime.h>

Data Fields

u8 slots [OBJECT_SNAPSHOT_CAPACITY]
 actor numbers, or OBJECT_SNAPSHOT_EMPTY
struct ObjectRuntime actors [OBJECT_SNAPSHOT_CAPACITY]
 copied by DMA
u8 animations [OBJECT_SNAPSHOT_CAPACITY]
 each sprite's lastNo
u8 spriteFlags [OBJECT_SNAPSHOT_CAPACITY]
 restored through the dispatcher
u8 priorities [OBJECT_SNAPSHOT_CAPACITY]
 both image and shadow priority

Detailed Description

Actors kept across a battle or a saved scene, with parallel sprite state.

The slot list ends in OBJECT_SNAPSHOT_EMPTY unless every entry is filled.

Definition at line 88 of file object_runtime.h.

Field Documentation

◆ slots

u8 ObjectTableSnapshot::slots[OBJECT_SNAPSHOT_CAPACITY]

actor numbers, or OBJECT_SNAPSHOT_EMPTY

Definition at line 89 of file object_runtime.h.

Referenced by ObjectTable_Restore(), and ObjectTable_Snapshot().

◆ actors

struct ObjectRuntime ObjectTableSnapshot::actors[OBJECT_SNAPSHOT_CAPACITY]

copied by DMA

Definition at line 91 of file object_runtime.h.

Referenced by ObjectTable_Restore(), and ObjectTable_Snapshot().

◆ animations

u8 ObjectTableSnapshot::animations[OBJECT_SNAPSHOT_CAPACITY]

each sprite's lastNo

Definition at line 92 of file object_runtime.h.

Referenced by ObjectTable_Restore(), and ObjectTable_Snapshot().

◆ spriteFlags

u8 ObjectTableSnapshot::spriteFlags[OBJECT_SNAPSHOT_CAPACITY]

restored through the dispatcher

Definition at line 93 of file object_runtime.h.

Referenced by ObjectTable_Restore(), and ObjectTable_Snapshot().

◆ priorities

u8 ObjectTableSnapshot::priorities[OBJECT_SNAPSHOT_CAPACITY]

both image and shadow priority

Definition at line 94 of file object_runtime.h.

Referenced by ObjectTable_Restore(), and ObjectTable_Snapshot().