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https://github.com/HarbourMasters/Shipwright.git
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Merge 64710b537f
into fbbfc07ff1
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commit
a5fcc8dfba
6 changed files with 179 additions and 0 deletions
78
soh/soh/ActorExtension/ActorExtension.cpp
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78
soh/soh/ActorExtension/ActorExtension.cpp
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@ -0,0 +1,78 @@
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#include "ActorExtension.h"
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static ActorExtensionId sNextId = 0;
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struct ActorExtensionKeyHash {
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std::size_t operator()(const std::pair<Actor*, ActorExtensionId>& key) const {
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return std::hash<Actor*>{}(key.first) ^ (std::hash<ActorExtensionId>{}(key.second) << 1);
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}
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};
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static std::unordered_map<ActorExtensionId, size_t> sGlobalSizes;
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static std::unordered_map<s16, std::unordered_map<ActorExtensionId, size_t>> sSizes;
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static std::unordered_map<std::pair<Actor*, ActorExtensionId>, void*, ActorExtensionKeyHash> sData;
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void* ActorExtension_Get(Actor* actor, ActorExtensionId id) {
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if (actor == nullptr) {
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return nullptr;
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}
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auto it = sData.find(std::make_pair(actor, id));
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if (it == sData.end()) {
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return nullptr;
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}
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return it->second;
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}
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ActorExtensionId ActorExtension_CreateForId(int16_t actorId, size_t size) {
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ActorExtensionId id = ++sNextId;
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sSizes[actorId][id] = size;
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return id;
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}
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ActorExtensionId ActorExtension_CreateForAll(size_t size) {
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ActorExtensionId id = ++sNextId;
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sGlobalSizes[id] = size;
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return id;
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}
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void ActorExtension_Alloc(Actor* actor, int16_t actorId) {
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if (actor == nullptr) {
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return;
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}
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for (auto& [id, size] : sGlobalSizes) {
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void* data = malloc(size);
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memset(data, 0, size);
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sData[std::make_pair(actor, id)] = data;
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}
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for (auto& [id, size] : sSizes[actorId]) {
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void* data = malloc(size);
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memset(data, 0, size);
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sData[std::make_pair(actor, id)] = data;
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}
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}
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void ActorExtension_Free(Actor* actor) {
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if (actor == nullptr) {
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return;
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}
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for (auto& [id, size] : sGlobalSizes) {
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auto it = sData.find(std::make_pair(actor, id));
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if (it != sData.end()) {
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free(it->second);
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sData.erase(it);
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}
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}
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for (auto& [id, size] : sSizes[actor->id]) {
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auto it = sData.find(std::make_pair(actor, id));
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if (it != sData.end()) {
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free(it->second);
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sData.erase(it);
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}
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}
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}
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27
soh/soh/ActorExtension/ActorExtension.h
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27
soh/soh/ActorExtension/ActorExtension.h
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@ -0,0 +1,27 @@
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#ifndef ACTOR_EXTENSION_H
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#define ACTOR_EXTENSION_H
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#include <libultraship/libultraship.h>
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#ifdef __cplusplus
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extern "C" {
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#include <z64actor.h>
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#endif
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typedef uint32_t ActorExtensionId;
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void* ActorExtension_Get(Actor* actor, ActorExtensionId id);
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// These should only ever be called once, before any actors are spawned
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ActorExtensionId ActorExtension_CreateForId(int16_t actorId, size_t size);
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ActorExtensionId ActorExtension_CreateForAll(size_t size);
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// Internal, you shouldn't have to touch these
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void ActorExtension_Alloc(Actor* actor, int16_t actorId);
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void ActorExtension_Free(Actor* actor);
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#ifdef __cplusplus
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}
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#endif
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#endif // ACTOR_EXTENSION_H
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32
soh/soh/ActorExtension/ActorListIndex.cpp
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32
soh/soh/ActorExtension/ActorListIndex.cpp
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@ -0,0 +1,32 @@
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#include "ActorListIndex.h"
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#include "soh/ShipInit.hpp"
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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ActorExtensionId actorListIndexActorExt = 0;
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int16_t currentActorListIndex = -1;
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static RegisterShipInitFunc initFunc(
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[]() {
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if (actorListIndexActorExt == 0) {
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actorListIndexActorExt = ActorExtension_CreateForAll(sizeof(int16_t));
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}
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},
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{});
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int16_t GetActorListIndex(Actor* actor) {
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int16_t* listIndex = (int16_t*)ActorExtension_Get(actor, actorListIndexActorExt);
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if (listIndex == nullptr) {
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return -1;
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}
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return *listIndex;
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}
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void SetActorListIndex(Actor* actor, int16_t index) {
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int16_t* listIndex = (int16_t*)ActorExtension_Get(actor, actorListIndexActorExt);
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if (listIndex == nullptr) {
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assert(false);
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} else {
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*listIndex = index;
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}
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}
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22
soh/soh/ActorExtension/ActorListIndex.h
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22
soh/soh/ActorExtension/ActorListIndex.h
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#ifndef ACTOR_LIST_INDEX_H
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#define ACTOR_LIST_INDEX_H
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#include <libultraship/libultraship.h>
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#include <soh/ActorExtension/ActorExtension.h>
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#ifdef __cplusplus
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extern "C" {
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#include "z64actor.h"
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#endif
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extern ActorExtensionId actorListIndexActorExt;
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extern int16_t currentActorListIndex;
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int16_t GetActorListIndex(Actor* actor);
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void SetActorListIndex(Actor* actor, int16_t index);
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#ifdef __cplusplus
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}
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#endif
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#endif // ACTOR_LIST_INDEX_H
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@ -26,6 +26,7 @@ extern PlayState* gPlayState;
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#include "textures/icon_item_static/icon_item_static.h"
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#include "textures/icon_item_24_static/icon_item_24_static.h"
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#include <soh/ActorExtension/ActorListIndex.h>
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}
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#define DEKUNUTS_FLOWER 10
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@ -925,6 +926,7 @@ void ActorViewerWindow::DrawElement() {
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ImGui::Text("Category: %s", acMapping[display->category]);
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ImGui::Text("ID: %d", display->id);
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ImGui::Text("Parameters: %d", display->params);
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ImGui::Text("Actor List Index: %d", GetActorListIndex(display));
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},
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"Selected Actor");
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ImGui::SameLine();
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@ -1,4 +1,5 @@
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#include "global.h"
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#include "soh/ActorExtension/ActorExtension.h"
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#include "vt.h"
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#include "overlays/actors/ovl_Arms_Hook/z_arms_hook.h"
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@ -80,6 +81,7 @@
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#include "textures/place_title_cards/g_pn_56.h"
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#include "textures/place_title_cards/g_pn_57.h"
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#endif
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#include <soh/ActorExtension/ActorListIndex.h>
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static CollisionPoly* sCurCeilingPoly;
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static s32 sCurCeilingBgId;
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@ -2574,8 +2576,14 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
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if (play->numSetupActors != 0) {
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actorEntry = &play->setupActorList[0];
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for (i = 0; i < play->numSetupActors; i++) {
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// #region SOH [ActorExtension] ActorListIndex tracking
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currentActorListIndex = i;
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// #endregion
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Actor_SpawnEntry(&play->actorCtx, actorEntry++, play);
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}
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// #region SOH [ActorExtension] ActorListIndex tracking
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currentActorListIndex = -1;
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// #endregion
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play->numSetupActors = 0;
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GameInteractor_ExecuteOnSceneSpawnActors();
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}
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@ -3352,6 +3360,12 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
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return NULL;
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}
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// #region SOH [ActorExtension]
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ActorExtension_Alloc(actor, dbEntry->id);
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SetActorListIndex(actor, currentActorListIndex);
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currentActorListIndex = -1;
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// #endregion
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assert(dbEntry->numLoaded < 255);
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dbEntry->numLoaded++;
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@ -3494,6 +3508,10 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
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newHead = Actor_RemoveFromCategory(play, actorCtx, actor);
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// #region SOH [ActorExtension]
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ActorExtension_Free(actor);
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// #endregion
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ZELDA_ARENA_FREE_DEBUG(actor);
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dbEntry->numLoaded--;
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