#include "cutScene.h" dScCutScene_c *dScCutScene_c::instance = 0; dScCutScene_c *dScCutScene_c::build() { // return new dScCutScene_c; void *buffer = AllocFromGameHeap1(sizeof(dScCutScene_c)); dScCutScene_c *c = new(buffer) dScCutScene_c; instance = c; return c; } dScCutScene_c::dScCutScene_c() : state(this) { } int dScCutScene_c::onCreate() { *CurrentDrawFunc = CutSceneDrawFunc; return true; } int dScCutScene_c::onDelete() { return true; } int dScCutScene_c::onExecute() { return true; } int dScCutScene_c::onDraw() { return true; } void CutSceneDrawFunc() { Reset3DState(); SetupLYTDrawing(); DrawAllLayoutsBeforeX(0x81); RenderEffects(0, 3); RenderEffects(0, 2); GXDrawDone(); RemoveAllFromScnRoot(); Reset3DState(); SetCurrentCameraID(1); DoSpecialDrawing1(); SetCurrentCameraID(0); for (int i = 0; i < 4; i++) RenderEffects(0, 0xB+i); for (int i = 0; i < 4; i++) RenderEffects(0, 7+i); GXDrawDone(); // Leaving out some stuff here DrawAllLayoutsAfterX(0x80); ClearLayoutDrawList(); SetCurrentCameraID(0); }