#include #include struct SpriteSpawnerTimed { 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 timer; }; struct EventTable_t { u64 events; }; struct VEC { float x; float y; float z; }; extern EventTable_t *EventTable; extern "C" dStageActor_c *CreateActor(u16 classID, int settings, VEC pos, char rot, char layer); extern "C" dStageActor_c *Actor_SearchByID(u32 actorID); void SpriteSpawnerTimed_Update(SpriteSpawnerTimed *self); #define ACTIVATE 1 #define DEACTIVATE 0 bool SpriteSpawnerTimed_Create(SpriteSpawnerTimed *self) { char eventNum = (self->settings >> 28) & 0xF; self->eventFlag = (u64)1 << (eventNum - 1); self->type = (self->settings >> 16) & 0xFFF; 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); self->timer = 0; SpriteSpawnerTimed_Update(self); return true; } bool SpriteSpawnerTimed_Execute(SpriteSpawnerTimed *self) { SpriteSpawnerTimed_Update(self); return true; } void SpriteSpawnerTimed_Update(SpriteSpawnerTimed *self) { if (EventTable->events & self->eventFlag) { if (self->timer == 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->timer = 120; } } else { self->timer = 0; } self->timer--; }