#include #include struct EventLooper { u32 id; // 0x00 u32 settings; // 0x04 u16 name; // 0x08 u8 _0A[6]; // 0x0A u8 _10[0x9C]; // 0x10 float x; // 0xAC float y; // 0xB0 float z; // 0xB4 u8 _B8[0x318]; // 0xB8 // Any variables you add to the class go here; starting at offset 0x3D0 u64 eventFlag; // 0x3D0 u64 eventActive; // 0x3D0 u8 delay; // 0x3D4 u8 delayCount; // 0x3D7 }; struct EventTable_t { u64 events; // ... }; extern EventTable_t *EventTable; void EventLooper_Update(EventLooper *self); bool EventLooper_Create(EventLooper *self) { char eventStart = (self->settings >> 24) & 0xFF; char eventEnd = (self->settings >> 16) & 0xFF; // Putting all the events into the flag int i; u64 q = (u64)0; for(i=eventStart;i<(eventEnd+1);i++) { q = q | ((u64)1 << (i - 1)); } self->eventFlag = q; self->delay = (((self->settings) & 0xFF) + 1) * 10; self->delayCount = 0; char tmpEvent= (self->settings >> 8) & 0xFF; if (tmpEvent == 0) { self->eventActive = (u64)0xFFFFFFFFFFFFFFFF; } else { self->eventActive = (u64)1 << (tmpEvent - 1); } if (EventTable->events & self->eventActive) { u64 evState = (u64)1 << (eventStart - 1); EventTable->events = EventTable->events | evState; } EventLooper_Update(self); return true; } bool EventLooper_Execute(EventLooper *self) { EventLooper_Update(self); return true; } void EventLooper_Update(EventLooper *self) { if ((EventTable->events & self->eventActive) == 0) return; // Waiting for the right moment if (self->delayCount < self->delay) { self->delayCount = self->delayCount + 1; return; } // Reset the delay self->delayCount = 0; // Find which event(s) is/are on u64 evState = EventTable->events & self->eventFlag; // Turn off the old events EventTable->events = EventTable->events & (~self->eventFlag); // Shift them right if they can, if not, reset! evState = evState << 1; if (evState < self->eventFlag) { EventTable->events = EventTable->events | evState; } else { char eventStart = (self->settings >> 24) & 0xFF; evState = (u64)1 << (eventStart - 1); EventTable->events = EventTable->events | evState; } }