#include #include struct SpriteSwapper { 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 alteventFlag; // 0x3D0 u8 alteventState; u8 alteventTrue; u16 firstType; // 0x3D4 u16 secondType; // 0x3D4 u8 lastEvState; // 0x3DA u32 firstActor; u32 secondActor; u8 direction; // 0x3D0 }; struct EventTable_t { u64 events; }; 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 SpriteSwapper_Update(SpriteSwapper *self); #define ACTIVATE 1 #define DEACTIVATE 0 bool SpriteSwapper_Create(SpriteSwapper *self) { OSReport("I exist, dammit!"); char eventNum = (self->settings >> 28) & 0xF; char alteventNum = (self->settings >> 12) & 0xF; OSReport("Event to activate: %d", eventNum); self->eventFlag = (u64)1 << (eventNum - 1); self->alteventFlag = (u64)1 << (alteventNum - 1); self->firstActor = 0; self->secondActor = 0; self->firstType = (self->settings >> 16) & 0xFFF; self->secondType = self->settings & 0xFFF; self->alteventState = 0; if (alteventNum > 0) self->alteventTrue = 1; else self->alteventTrue = 0; Vec pos; pos.x = self->x; pos.y = self->y; pos.z = self->z; OSReport("Spawning first sprite."); dStageActor_c *spawned = CreateActor(self->firstType, 0, pos, 0, 0); self->firstActor = spawned->id; OSReport("Spawned %d.", self->firstActor); SpriteSwapper_Update(self); return true; } bool SpriteSwapper_Execute(SpriteSwapper *self) { SpriteSwapper_Update(self); return true; } void SpriteSwapper_Update(SpriteSwapper *self) { if (self->alteventTrue == 0) { if (EventTable->events & self->eventFlag) { // Put an action for when the event turns on here OSReport("Event turned on."); if (self->firstActor != 0) { OSReport("Found the first sprite."); dStageActor_c *spawned = Actor_SearchByID(self->firstActor); if (spawned != 0) { OSReport("It's still alive."); self->x = spawned->pos.x; self->y = spawned->pos.y; self->z = spawned->pos.z; self->direction = spawned->direction; Vec speed = spawned->speed; S16Vec rot = spawned->rot; spawned->Delete(); self->firstActor = 0; OSReport("Now it's deleted."); Vec pos; pos.x = self->x; pos.y = self->y; pos.z = self->z; int x = 0; while (x < 100000) { x = x+1; } OSReport("Making second sprite."); dStageActor_c *spawner = CreateActor(self->secondType, 0, pos, 0, 0); self->secondActor = spawner->id; spawner->direction = self->direction; spawner->speed = speed; spawner->rot = rot; OSReport("Spawned %d.", self->secondActor); } else { OSReport("Looks dead to me."); } } // EventTable->events = EventTable->events & ~self->eventFlag; } else { OSReport("Event turned off."); if (self->secondActor != 0) { OSReport("Found the second sprite."); dStageActor_c *spawned = Actor_SearchByID(self->secondActor); if (spawned != 0) { OSReport("It's still alive."); self->x = spawned->pos.x; self->y = spawned->pos.y; self->z = spawned->pos.z; self->direction = spawned->direction; Vec speed = spawned->speed; S16Vec rot = spawned->rot; spawned->Delete(); self->secondActor = 0; OSReport("Now it's deleted."); Vec pos; pos.x = self->x; pos.y = self->y; pos.z = self->z; int x = 0; while (x < 100000) { x = x+1; } OSReport("Making first sprite again."); dStageActor_c *spawner = CreateActor(self->firstType, 0, pos, 0, 0); self->firstActor = spawner->id; spawner->direction = self->direction; spawner->speed = speed; spawner->rot = rot; OSReport("Spawned %d.", self->firstActor); } else { OSReport("Looks dead to me."); } } } } else { if (EventTable->events & self->eventFlag) { if (self->alteventState == 0) { // Put an action for when the event turns on here OSReport("Event turned on."); if (self->firstActor != 0) { OSReport("Found the first sprite."); dStageActor_c *spawned = Actor_SearchByID(self->firstActor); if (spawned != 0) { OSReport("It's still alive."); self->x = spawned->pos.x; self->y = spawned->pos.y; self->z = spawned->pos.z; self->direction = spawned->direction; Vec speed = spawned->speed; S16Vec rot = spawned->rot; spawned->Delete(); self->firstActor = 0; OSReport("Now it's deleted."); Vec pos; pos.x = self->x; pos.y = self->y; pos.z = self->z; int x = 0; while (x < 100000) { x = x+1; } OSReport("Making second sprite."); dStageActor_c *spawner = CreateActor(self->secondType, 0, pos, 0, 0); self->secondActor = spawner->id; spawner->direction = self->direction; spawner->speed = speed; spawner->rot = rot; OSReport("Spawned %d.", self->secondActor); } else { OSReport("Looks dead to me."); } } EventTable->events = EventTable->events & ~self->alteventFlag; self->alteventState = 1; } } if (EventTable->events & self->alteventFlag) { if (self->alteventState == 1) { OSReport("Event turned off."); if (self->secondActor != 0) { OSReport("Found the second sprite."); dStageActor_c *spawned = Actor_SearchByID(self->secondActor); if (spawned != 0) { OSReport("It's still alive."); self->x = spawned->pos.x; self->y = spawned->pos.y; self->z = spawned->pos.z; self->direction = spawned->direction; Vec speed = spawned->speed; S16Vec rot = spawned->rot; spawned->Delete(); self->secondActor = 0; OSReport("Now it's deleted."); Vec pos; pos.x = self->x; pos.y = self->y; pos.z = self->z; int x = 0; while (x < 100000) { x = x+1; } OSReport("Making first sprite again."); dStageActor_c *spawner = CreateActor(self->firstType, 0, pos, 0, 0); self->firstActor = spawner->id; spawner->direction = self->direction; spawner->speed = speed; spawner->rot = rot; OSReport("Spawned %d.", self->firstActor); } else { OSReport("Looks dead to me."); } } EventTable->events = EventTable->events & ~self->eventFlag; self->alteventState = 0; } } } }