#include #include struct SpriteSpawner { 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 u16 type; // 0x3D4 u32 inheritSet; // 0x3D6 u8 lastEvState; // 0x3DA u32 createdActor; u8 respawn; }; struct VEC { float x; float y; float z; }; void SpriteSpawner_Update(SpriteSpawner *self); #define ACTIVATE 1 #define DEACTIVATE 0 bool SpriteSpawner_Create(SpriteSpawner *self) { char eventNum = (self->settings >> 28) & 0xF; self->eventFlag = (u64)1 << (eventNum - 1); self->createdActor = 0; self->type = (self->settings >> 16) & 0x7FF; self->respawn = (self->settings >> 27) & 0x1; short tempSet = self->settings & 0xFFFF; self->inheritSet = (tempSet & 3) | ((tempSet & 0xC) << 2) | ((tempSet & 0x30) << 4) | ((tempSet & 0xC0) << 6) | ((tempSet & 0x300) << 8) | ((tempSet & 0xC00) << 10) | ((tempSet & 0x3000) << 12) | ((tempSet & 0xC000) << 14); SpriteSpawner_Update(self); return true; } bool SpriteSpawner_Execute(SpriteSpawner *self) { SpriteSpawner_Update(self); return true; } void SpriteSpawner_Update(SpriteSpawner *self) { // If the event is active... if (dFlagMgr_c::instance->flags & self->eventFlag) { // And if the spawner hasn't spawned anything... if (self->createdActor == 0) { Vec pos; pos.x = self->x; pos.y = self->y; pos.z = self->z; dStageActor_c *spawned = CreateActor(self->type, self->inheritSet, pos, 0, 0); self->createdActor = spawned->id; } } else { if (self->respawn) { return; } if (self->createdActor != 0) { dStageActor_c *spawned = Actor_SearchByID(self->createdActor); if (spawned != 0) { self->x = spawned->pos.x; self->y = spawned->pos.y; self->z = spawned->pos.z; spawned->Delete(1); } self->createdActor = 0; } } if (self->respawn) { if (self->createdActor != 0) { dStageActor_c *spawned = Actor_SearchByID(self->createdActor); if (spawned == 0) { Vec pos; pos.x = self->x; pos.y = self->y; pos.z = self->z; dStageActor_c *spawned = CreateActor(self->type, self->inheritSet, pos, 0, 0); self->createdActor = spawned->id; } } } }