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-rw-r--r--src/koopatlas/core.cpp33
1 files changed, 20 insertions, 13 deletions
diff --git a/src/koopatlas/core.cpp b/src/koopatlas/core.cpp
index c1f7a43..b43b62a 100644
--- a/src/koopatlas/core.cpp
+++ b/src/koopatlas/core.cpp
@@ -7,7 +7,7 @@ extern "C" void LoadMapScene();
dScKoopatlas_c *dScKoopatlas_c::instance = 0;
CREATE_STATE_E(dScKoopatlas_c, Limbo);
-CREATE_STATE_E(dScKoopatlas_c, ContinueWait);
+CREATE_STATE(dScKoopatlas_c, ContinueWait);
CREATE_STATE_E(dScKoopatlas_c, Normal);
CREATE_STATE_E(dScKoopatlas_c, CSMenu);
CREATE_STATE_E(dScKoopatlas_c, TitleConfirmOpenWait);
@@ -221,6 +221,15 @@ bool WMInit_SetupExtra(void *ptr) {
// ok, now we can set up other required shit
dScKoopatlas_c *wm = (dScKoopatlas_c*)ptr;
+ // check if we need to handle Continue
+ if (CheckIfContinueShouldBeActivated()) {
+ SpammyReport("continue is activated\n");
+ wm->state.setState(&wm->StateID_ContinueWait);
+ } else {
+ SpammyReport("continue is not activated\n");
+ wm->state.setState(&wm->StateID_Normal);
+ }
+
// first up: player models for Stocked Items
for (int i = 0; i < 4; i++) {
void *obj = CreateChildObject(WM_2D_PLAYER, wm, i, 0, 0);
@@ -371,18 +380,6 @@ int dScKoopatlas_c::onCreate() {
SpammyReport("continue\n");
this->continueObj = CreateParentedObject(CONTINUE, this, 0, 0);
- // check if we need to handle Continue
- if (CheckIfContinueShouldBeActivated()) {
- SpammyReport("continue is activated\n");
- state.setState(&StateID_ContinueWait);
- CONT_UNK1(this->continueObj) = true;
- CONT_UNK2(this->continueObj) = true;
- CONT_UNK3(this->continueObj) = false;
- } else {
- SpammyReport("continue is not activated\n");
- state.setState(&StateID_Normal);
- }
-
SpammyReport("stock item\n");
this->stockItem = CreateParentedObject(STOCK_ITEM, this, 0, 0);
SpammyReport("stock item shadow\n");
@@ -459,6 +456,12 @@ int dScKoopatlas_c::onExecute() {
void dScKoopatlas_c::executeState_Limbo() { }
+void dScKoopatlas_c::beginState_ContinueWait() {
+ GameMgrP->_AFC = 1;
+ CONT_UNK1(this->continueObj) = true;
+ CONT_UNK2(this->continueObj) = true;
+ CONT_UNK3(this->continueObj) = false;
+}
void dScKoopatlas_c::executeState_ContinueWait() {
// Waiting for the Continue anim to finish
if (CONT_DONE(this->continueObj)) {
@@ -474,6 +477,10 @@ void dScKoopatlas_c::executeState_ContinueWait() {
state.setState(&StateID_Normal);
}
}
+void dScKoopatlas_c::endState_ContinueWait() {
+ GameMgrP->_AFC = 0;
+}
+
void dScKoopatlas_c::executeState_Normal() {
int nowPressed = Remocon_GetPressed(GetActiveRemocon());