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 | |
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.
| 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().
| 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().
| 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().
| 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().
| 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().