#ifndef __MWERKS__ .set r0,0; .set r1,1; .set r2,2; .set r3,3; .set r4,4 .set r5,5; .set r6,6; .set r7,7; .set r8,8; .set r9,9 .set r10,10; .set r11,11; .set r12,12; .set r13,13; .set r14,14 .set r15,15; .set r16,16; .set r17,17; .set r18,18; .set r19,19 .set r20,20; .set r21,21; .set r22,22; .set r23,23; .set r24,24 .set r25,25; .set r26,26; .set r27,27; .set r28,28; .set r29,29 .set r30,30; .set r31,31; .set f0,0; .set f1,1; .set f2,2 .set f3,3; .set f4,4; .set f5,5; .set f6,6; .set f8,8 .set f31,31; .set f30,30 #endif .text .extern OSReport .extern Actor_GetVec3WithValuesAdded .extern ConvertStagePositionIntoScreenPosition__Maybe .extern AnotherSoundRelatedFunction .extern YetAnotherSoundPlayer .extern CheckIfPlayingSound .extern StopSoundBasic .extern StopSoundRelated .extern SoundClassRelated .extern BufferToCheckIfPlaying .align 4 # PlaySound(dActor_c *, int soundID) .global PlaySound PlaySound: stwu r1, -0x30(r1) mflr r0 stw r0, 0x34(r1) stw r31, 0x2C(r1) stw r30, 0x28(r1) mr r30, r4 # Gets Player Position mr r4, r3 # object addi r3, r1, 0x10 # dest bl Actor_GetVec3WithValuesAdded # Gives an accurate position for the sound addi r3, r1, 8 addi r4, r1, 0x10 bl ConvertStagePositionIntoScreenPosition__Maybe # Checks if the passed sound is already playing lis r4, BufferToCheckIfPlaying@h ori r4, r4, BufferToCheckIfPlaying@l lwz r3, 0(r4) mr r4, r30 bl CheckIfPlayingSound # Go away if it is cmpwi r3, 0 bne GoAwaySoundGuy # If we're good to go, play the sound! lis r31, SoundClassRelated@h ori r31, r31, SoundClassRelated@l lwz r3, 0(r31) addi r5, r1, 8 mr r4, r30 li r6, 0 bl YetAnotherSoundPlayer b GoAwaySoundGuy GoAwaySoundGuy: lwz r30, 0x28(r1) lwz r31, 0x2C(r1) lwz r0, 0x34(r1) mtlr r0 addi r1, r1, 0x30 blr .global PlaySoundAsync PlaySoundAsync: stwu r1, -0x30(r1) mflr r0 stw r0, 0x34(r1) stw r31, 0x2C(r1) stw r30, 0x28(r1) mr r30, r4 # Gets Player Position mr r4, r3 # object addi r3, r1, 0x10 # dest bl Actor_GetVec3WithValuesAdded # Gives an accurate position for the sound addi r3, r1, 8 addi r4, r1, 0x10 bl ConvertStagePositionIntoScreenPosition__Maybe # If we're good to go, play the sound! lis r31, SoundClassRelated@h ori r31, r31, SoundClassRelated@l lwz r3, 0(r31) addi r5, r1, 8 mr r4, r30 li r6, 0 bl YetAnotherSoundPlayer lwz r30, 0x28(r1) lwz r31, 0x2C(r1) lwz r0, 0x34(r1) mtlr r0 addi r1, r1, 0x30 blr # StopSound(int soundID) .global StopSound StopSound: stwu r1, -0x10(r1) mflr r0 stw r0, 0x14(r1) mr r4, r3 lwz r3, -0x5218(r13) bl StopSoundBasic lwz r0, 0x14(r1) mtlr r0 blr # No where else to put this at the time, fuckit .global KnockMarioBack KnockMarioBack: stwu r1, -0x10(r1) mflr r0 stw r0, 0x14(r1) stw r31, 0xC(r1) stw r30, 0x8(r1) lwz r3, 4(r3) mr r4, r4 li r5, 3 lwz r12, 0x60(r3) lwz r12, 0x3F4(r12) mtctr r12 bctrl lwz r0, 0x14(r1) lwz r4, 0xC(r1) lwz r3, 0x8(r1) mtlr r0 addi r1, r1, 0x10 blr