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-rw-r--r--bossCaptainBowser.yaml2
-rw-r--r--kamek_pal.x4
-rw-r--r--src/bossPlayerClown.cpp14
3 files changed, 9 insertions, 11 deletions
diff --git a/bossCaptainBowser.yaml b/bossCaptainBowser.yaml
index 39ec00d..2bd930d 100644
--- a/bossCaptainBowser.yaml
+++ b/bossCaptainBowser.yaml
@@ -85,7 +85,7 @@ hooks:
- name: ClownCarAfterCreate
type: add_func_pointer
src_addr_pal: 0x8095FEF8
- target_func: 'CCafterCreate(dEn_c *)'
+ target_func: 'CCafterCreate(dEn_c *, unsigned int)'
- name: ClownCarOnExecute
type: add_func_pointer
diff --git a/kamek_pal.x b/kamek_pal.x
index ef265f2..1b35358 100644
--- a/kamek_pal.x
+++ b/kamek_pal.x
@@ -12,9 +12,9 @@ SECTIONS {
__dt__20daJrClownForPlayer_cFv = 0x80810540; /* Beans indeed. */
PClownCarExecute = 0x800A3600;
- PClownCarAfterCreate = 0x80810BC0;
+ PClownCarAfterCreate = 0x800951D0;
PClownCarDraw = 0x80810B90;
- PClownCarMove = 0x80810B90;
+ PClownCarMove = 0x80811E70;
/* Back to other shit I didn't want to scroll for */
diff --git a/src/bossPlayerClown.cpp b/src/bossPlayerClown.cpp
index 09c610d..bfd6671 100644
--- a/src/bossPlayerClown.cpp
+++ b/src/bossPlayerClown.cpp
@@ -9,9 +9,9 @@
#define CLOWN_MODEL(clown) ((m3d::mdl_c*)( ((u32)(clown)) + 0xFD0 ))
extern "C" int PClownCarExecute(dEn_c *clown);
-extern "C" int PClownCarAfterCreate(dEn_c *clown, u32);
+extern "C" void PClownCarAfterCreate(dEn_c *clown, u32);
extern "C" int PClownCarDraw(dEn_c *clown);
-extern "C" int PClownCarMove(dEn_c *clown);
+extern "C" void PClownCarMove(dEn_c *clown);
int CConDraw(dEn_c *clown) {
// setup matrices
@@ -29,7 +29,7 @@ int CConExecute(dEn_c *clown) {
// run normal execute
}
-int CCafterCreate(dEn_c *clown) {
+void CCafterCreate(dEn_c *clown, u32 param) {
OSReport("Creating");
clown->scale.x *= 1.25;
@@ -38,20 +38,18 @@ int CCafterCreate(dEn_c *clown) {
// setup the model
- return PClownCarAfterCreate(clown, 1);
+ PClownCarAfterCreate(clown, param);
}
-int CConExecuteMove(dEn_c *clown) {
+void CConExecuteMove(dEn_c *clown) {
OSReport("Moving");
// run normal move
- int ret = PClownCarMove(clown);
+ PClownCarMove(clown);
// check for wiimote button presses
// spawn effect and attack if there are any
-
- return ret;
}