#include #include #include #include #include "boss.h" #define CLOWN_MODEL(clown) ((m3d::mdl_c*)( ((u32)(clown)) + 0xFD0 )) #define playerOccupying (((u32)(clown)) + 0x738 ) // candidates for player are 0x738. Load the vtable from the actor at 0x738, then fire function 0x6C // Or just fire 0x6C // or just check 0x38D extern "C" int PClownCarExecute(dEn_c *clown); extern "C" void PClownCarAfterCreate(dEn_c *clown, u32); extern "C" int PClownCarDraw(dEn_c *clown); extern "C" void PClownCarMove(dEn_c *clown); int CConDraw(dEn_c *clown) { // setup cannon model matrix.translation(pos.x, pos.y, pos.z); newrot = rot.y + 0x4000; matrix.applyRotationYXZ(&rot.x, &newrot, &rot.z); CLOWN_MODEL(clown).setDrawMatrix(matrix); CLOWN_MODEL(clown).setScale(&scale); CLOWN_MODEL(clown).calcWorld(false); CLOWN_MODEL(clown).scheduleForDrawing(); return PClownCarDraw(clown); // run normal clown function } int CConExecute(dEn_c *clown) { return PClownCarExecute(clown); } void CCafterCreate(dEn_c *clown, u32 param) { clown->scale.x *= 1.25; clown->scale.y *= 1.25; clown->scale.z *= 1.25; // setup the model mHeapAllocator_c allocator; nw4r::g3d::ResFile resFile; allocator.link(-1, GameHeaps[0], 0, 0x20); this->resFile.data = getResource("koopaJr_clown_ply", "g3d/cannon.brres"); nw4r::g3d::ResMdl mdl = this->resFile.GetResMdl("Cannon"); CLOWN_MODEL(clown).setup(mdl, &allocator, 0x224, 1, 0); SetupTextures_MapObject(&CLOWN_MODEL(clown), 0); allocator.unlink(); // Original AfterCreate PClownCarAfterCreate(clown, param); } void CConExecuteMove(dEn_c *clown) { u8 player = ((dStageActor_c *)playerOccupying)->which_player; OSReport("Angle = %x, %x, %x", (GetSpecificPlayerActor(player))->rot.y, (GetSpecificPlayerActor(player))->rot.x, (GetSpecificPlayerActor(player))->rot.z); OSReport("Clown = %x, %x, %x", (clown)->rot.y, (clown)->rot.x, (clown)->rot.z); RemoconMngClass* Remo = GetRemoconMng(); Vec tempPos; u32 buttonPushed = Remocon_GetPressed(Remo->controllers[player]); if (buttonPushed & 0x0100) { if (clown->direction == 0) { // Going right tempPos = (Vec){clown->pos.x + 32.0, clown->pos.y + 32.0, 3564.0}; dStageActor_c *spawned = CreateActor(347, clown->direction, tempPos, 0, 0); spawned->speed.x = 5.0; } else { tempPos = (Vec){clown->pos.x - 32.0, clown->pos.y + 32.0, 3564.0}; dStageActor_c *spawned = CreateActor(347, clown->direction, tempPos, 0, 0); spawned->speed.x = -5.0; } SpawnEffect("Wm_en_killervanish", 0, &tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}); PlaySoundAsync(clown, SE_OBJ_HOUDAI_S_SHOT); } // run normal move PClownCarMove(clown); // check for wiimote button presses // spawn effect and attack if there are any } extern "C" m3d::mdl_c *__ct__Q23m3d5mdl_cFv(m3d::mdl_c *mdl); extern "C" dEn_c *__ct__20daJrClownForPlayer_cFv(dEn_c *clown); dEn_c *newClownCtor(dEn_c *clown) { OSReport("ctor"); __ct__20daJrClownForPlayer_cFv(clown); __ct__Q23m3d5mdl_cFv(CLOWN_MODEL(clown)); return clown; } extern "C" void __dt__Q23m3d5mdl_cFv(m3d::mdl_c *mdl, u32 willDelete); extern "C" void __dt__20daJrClownForPlayer_cFv(dEn_c *mdl, u32 willDelete); void newClownDtor(dEn_c *clown, u32 willDelete) { __dt__Q23m3d5mdl_cFv(CLOWN_MODEL(clown), 0xFFFFFFFF); __dt__20daJrClownForPlayer_cFv(clown, willDelete); }