#include #include class SpriteSpawnerTimed : public dStageActor_c { public: int onCreate(); int onExecute(); static SpriteSpawnerTimed *build(); u64 eventFlag; // 0x3D0 u16 type; // 0x3D4 u32 inheritSet; // 0x3D6 u8 lastEvState; // 0x3DA u32 timer; }; struct EventTable_t { u64 events; }; SpriteSpawnerTimed *SpriteSpawnerTimed::build() { void *buffer = AllocFromGameHeap1(sizeof(SpriteSpawnerTimed)); return new(buffer) SpriteSpawnerTimed; } extern EventTable_t *EventTable; extern "C" dStageActor_c *CreateActor(u16 classID, int settings, Vec pos, char rot, char layer); int SpriteSpawnerTimed::onCreate() { char eventNum = (this->settings >> 28) & 0xF; this->eventFlag = (u64)1 << (eventNum - 1); this->type = (this->settings >> 16) & 0xFFF; short tempSet = this->settings & 0xFFFF; this->inheritSet = (tempSet & 3) | ((tempSet & 0xC) << 2) | ((tempSet & 0x30) << 4) | ((tempSet & 0xC0) << 6) | ((tempSet & 0x300) << 8) | ((tempSet & 0xC00) << 10) | ((tempSet & 0x3000) << 12) | ((tempSet & 0xC000) << 14); this->timer = 0; return true; } int SpriteSpawnerTimed::onExecute() { if (EventTable->events & this->eventFlag) { // If the event is on if (this->timer < 1) { // If the timer is empty CreateActor(this->type, this->inheritSet, this->pos, 0, 0); this->timer = 120; } this->timer--; } else { this->timer = 0; } return true; }