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path: root/src/bossBalboaWrench.cpp
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#include <common.h>
#include <game.h>
#include <g3dhax.h>
#include <sfx.h>
#include <stage.h>
#include "effects.h"
#include "player.h"

class daBalboa_c : public dEn_c {
	int onCreate();
	int onDelete();
	int onExecute();
	int onDraw();

	mHeapAllocator_c allocator;
	m3d::mdl_c bodyModel;
	m3d::mdl_c manholeModel;
	m3d::mdl_c holeModel;

	nw4r::g3d::ResFile resFile;
	m3d::anmChr_c anmDead;
	m3d::anmChr_c anmDead_2;
	m3d::anmChr_c anmGo_out_ed;
	m3d::anmChr_c anmGo_out_st;
	m3d::anmChr_c anmThrow_1;
	m3d::anmChr_c anmThrow_2;
	m3d::anmChr_c anmThrow_3;
	m3d::anmChr_c anmThrow_4Left;
	m3d::anmChr_c anmThrow_4Right;
	m3d::anmChr_c anmThrow_5;

	int timer;
	int damage;
	float Baseline;
	float dying;
	Vec PopUp [4]; 
	char throwCount;
	char upsideDown;
	
	static daBalboa_c *build();

	void setupModels();
	void updateModelMatrices();

	void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther);
	bool collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther);
	// void collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther);
	// void collisionCat7_WMWaggleWaterYoshi(ActivePhysics *apThis, ActivePhysics *apOther);

	USING_STATES(daBalboa_c);
	DECLARE_STATE(Grow);
	DECLARE_STATE(ManholeUp);
	DECLARE_STATE(HeadPoke);
	DECLARE_STATE(AllOut);
	DECLARE_STATE(ThrowHoming);
	DECLARE_STATE(ThrowWrench);
	DECLARE_STATE(BackDown);
	DECLARE_STATE(Outro);
};

daBalboa_c *daBalboa_c::build() {
	void *buffer = AllocFromGameHeap1(sizeof(daBalboa_c));
	return new(buffer) daBalboa_c;
}


extern "C" u32 GenerateRandomNumber(int max);
extern "C" dStageActor_c *CreateActor(u16 classID, int settings, Vec pos, char rot, char layer);
extern "C" u8 dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(daBalboa_c *, Vec pos);
extern "C" dStageActor_c *GetSpecificPlayerActor(int number);
extern "C" void *PlaySound(daBalboa_c *, int soundID);
extern "C" char usedForDeterminingStatePress_or_playerCollision(dEn_c* t, ActivePhysics *apThis, ActivePhysics *apOther, int unk1);


CREATE_STATE(daBalboa_c, Grow);
CREATE_STATE(daBalboa_c, ManholeUp);
CREATE_STATE(daBalboa_c, HeadPoke);
CREATE_STATE(daBalboa_c, AllOut);
CREATE_STATE(daBalboa_c, ThrowHoming);
CREATE_STATE(daBalboa_c, ThrowWrench);
CREATE_STATE(daBalboa_c, BackDown);
CREATE_STATE(daBalboa_c, Outro);



void daBalboa_c::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) { 

	char ret = usedForDeterminingStatePress_or_playerCollision(this, apThis, apOther, 0);

	if(ret == 1) {	// regular jump

		apOther->someFlagByte |= 2;
		OSReport("ret == 1; regular jump;\n");

	} else if(ret == 3) {	// spinning

		apOther->someFlagByte |= 2;
		OSReport("ret == 3; spinning collision;\n");

	} else if(ret == 0) {

		OSReport("calling dEn_c::playerCollsiion(apThis, apOther);\n");
		this->dEn_c::playerCollision(apThis, apOther);
		this->_vf220(apOther->owner);

	} else if(ret == 2) {
		OSReport("Y U USIN' MINIMARIO?\n");
		this->dEn_c::playerCollision(apThis, apOther);
		this->_vf220(apOther->owner);

	} else {
		OSReport("usedForDeter...() returned %d\n", ret);
	}

	//FIXME hack to make multiple playerCollisions work
	this->isDead = 0;
	this->flags_4FC |= (1<<(31-7));
	if(apOther->owner->which_player > 3) {
		OSReport("!!!ATTENTION!!!\napOther->owner->which_player > 3\n");
	}else{
		this->counter_504[apOther->owner->which_player] = 0;
	}
}

void daBalboa_c::collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther) { 
	this->damage -= 1;
	
	apOther->someFlagByte |= 2;
	
	// Create a huge hit effect and play a nice sound
	// goto a get hurt state where he does his dance and then retreats underground

	// Prevent him from getting hurt during his dancing

	if (this->damage == 0) { doStateChange(&StateID_Outro); }

}

void daBalboa_c::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) { }
bool daBalboa_c::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Iceball"); return false; }
void daBalboa_c::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) { }
void daBalboa_c::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Hammer"); }




void daBalboa_c::setupModels() {
	allocator.link(-1, GameHeaps[0], 0, 0x20);

	nw4r::g3d::ResMdl mdl;
	nw4r::g3d::ResAnmChr anmChr;

	this->resFile.data = getResource("choropoo", "g3d/choropoo.brres");

	mdl = this->resFile.GetResMdl("manhole");
	this->manholeModel.setup(mdl, &allocator, 0x224, 1, 0);
	SetupTextures_Enemy(&this->manholeModel, 0);

	mdl = this->resFile.GetResMdl("choropoo_hole");
	this->holeModel.setup(mdl, &allocator, 0x224, 1, 0);
	SetupTextures_Enemy(&this->holeModel, 0);

	mdl = this->resFile.GetResMdl("choropoo");
	this->bodyModel.setup(mdl, &allocator, 0x224, 1, 0);
	SetupTextures_Enemy(&this->bodyModel, 0);



	anmChr = this->resFile.GetResAnmChr("dead");
	this->anmDead.setup(mdl, anmChr, &this->allocator, 0);

	anmChr = this->resFile.GetResAnmChr("dead_2");
	this->anmDead_2.setup(mdl, anmChr, &this->allocator, 0);

	anmChr = this->resFile.GetResAnmChr("go_out_ed");
	this->anmGo_out_ed.setup(mdl, anmChr, &this->allocator, 0);

	anmChr = this->resFile.GetResAnmChr("go_out_st");
	this->anmGo_out_st.setup(mdl, anmChr, &this->allocator, 0);

	anmChr = this->resFile.GetResAnmChr("throw_1");
	this->anmThrow_1.setup(mdl, anmChr, &this->allocator, 0);

	anmChr = this->resFile.GetResAnmChr("throw_2");
	this->anmThrow_2.setup(mdl, anmChr, &this->allocator, 0);

	anmChr = this->resFile.GetResAnmChr("throw_3");
	this->anmThrow_3.setup(mdl, anmChr, &this->allocator, 0);

	anmChr = this->resFile.GetResAnmChr("throw_4_left_hand");
	this->anmThrow_4Left.setup(mdl, anmChr, &this->allocator, 0);

	anmChr = this->resFile.GetResAnmChr("throw_4_right_hand");
	this->anmThrow_4Right.setup(mdl, anmChr, &this->allocator, 0);

	anmChr = this->resFile.GetResAnmChr("throw_5");
	this->anmThrow_5.setup(mdl, anmChr, &this->allocator, 0);


	allocator.unlink();
}



// Animation Order... 
// AppearLittle - Throw One, sound 0x21F
// Search - Throw two
// AppearFull - Throw 3 and sound 0x220
// Attack - Throw 4
// Disappear - Throw 5



int daBalboa_c::onCreate() {

	OSReport("Creating the Balboa Model");
	setupModels();


	OSReport("Setting Balboa's Size to 4.0");
	this->scale = (Vec){1.0, 1.0, 1.0};

	OSReport("Creating Balboa's Physics Struct");

	ActivePhysics::Info HitMeBaby;
	HitMeBaby.xDistToCenter = 0.0;
	HitMeBaby.yDistToCenter = 36.0;

	HitMeBaby.xDistToEdge = 24.0;
	HitMeBaby.yDistToEdge = 32.0;

	HitMeBaby.category1 = 0x3;
	HitMeBaby.category2 = 0x0;
	HitMeBaby.bitfield1 = 0x4F;
	HitMeBaby.bitfield2 = 0xFFBAFFFE;
	HitMeBaby.unkShort1C = 0;
	HitMeBaby.callback = &dEn_c::collisionCallback;


	OSReport("Making the Physics Class and adding to the list");
	this->aPhysics.initWithStruct(this, &HitMeBaby);
	this->aPhysics.addToList();

	OSReport("Setting up the Box of Goodies");
	
	this->rot.x = 0; // X is vertical axis
	this->rot.y = 0xE000; // Y is horizontal axis
	this->rot.z = 0; // Z is ... an axis >.>
	this->upsideDown = 0;
	this->direction = 0; // Heading left.
	this->pos.z = -800.0;
	this->pos.y -= 8.0;
	this->damage = 3;

	this->PopUp[0] = (Vec){this->pos.x, this->pos.y - 72.0, this->pos.z};
	this->PopUp[1] = (Vec){this->pos.x - 224.0, this->pos.y - 72.0, this->pos.z};
	this->PopUp[2] = (Vec){this->pos.x, this->pos.y + 248.0, this->pos.z};
	this->PopUp[3] = (Vec){this->pos.x - 224.0, this->pos.y + 248.0, this->pos.z};
	this->PopUp[4] = (Vec){this->pos.x - 112.0, this->pos.y - 40.0, this->pos.z};


	OSReport("Setting the State");
	doStateChange(&StateID_Grow);

	OSReport("Going to Execute Balboa");
	this->onExecute();
	return true;
}

int daBalboa_c::onDelete() {
	return true;
}

int daBalboa_c::onExecute() {
	acState.execute();
	updateModelMatrices();
		
	return true;
}

int daBalboa_c::onDraw() {
	
	bodyModel.scheduleForDrawing(); 

	return true;
}


void daBalboa_c::updateModelMatrices() {
	// This won't work with wrap because I'm lazy.
	matrix.translation(pos.x, pos.y, pos.z);
	matrix.applyRotationYXZ(&rot.x, &rot.y, &rot.z);

	bodyModel.setDrawMatrix(matrix);
	bodyModel.setScale(&scale);
	bodyModel.calcWorld(false); 

}


// Grow State

void daBalboa_c::beginState_Grow() { 
	OSReport("Growing when Kameck Tells me to.");
	this->timer = 0;

}

void daBalboa_c::executeState_Grow() { 
	
	this->timer = this->timer + 1;
	
	float scaleSpeed, yPosScaling;
	
	if (this->timer == 60) { PlaySound(this, SE_BOSS_IGGY_WANWAN_TO_L); }
	if ((this->timer > 60) && (this->timer < 140)) {
		scaleSpeed = 0.025;
//	 	yPosScaling = 0;
	
		float modifier;

		modifier = 1.0 + ((this->timer - 60) * scaleSpeed);
		
		this->scale = (Vec){modifier, modifier, modifier};
//		this->pos.y = this->pos.y + (yPosScaling/80);
		
	}
	
	if (this->timer > 170) { 	
		PlaySound(this, SE_EMY_CHOROPU_BOUND);
		this->upsideDown = 0;
		doStateChange(&StateID_BackDown); 
	}
	
}
void daBalboa_c::endState_Grow() { 

	OSReport("OK. All grown up now."); 
}





// ManholeUp State

void daBalboa_c::beginState_ManholeUp() { 

	nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("throw_1");
	this->anmThrow_1.bind(&this->bodyModel, anmChr, 1);
	this->bodyModel.bindAnim(&this->anmThrow_1, 0.0);
	this->anmThrow_1.setUpdateRate(1.0);

	this->timer = 0;
		
	int randChoice;
	randChoice = GenerateRandomNumber(5);
	
	this->pos = this->PopUp[randChoice];
	
	if 		(randChoice == 0) { // On the left side!
		this->rot.y = 0xE000; 
		this->rot.z = 0;
		this->upsideDown = 0;
		this->direction = 0; }

	else if (randChoice == 1) {	// On the right side!
		this->rot.y = 0x2000; 
		this->rot.z = 0;
		this->upsideDown = 0;
		this->direction = 1; }

	else if (randChoice == 2) {	// On the right ceiling!
		this->rot.y = 0xE000; 
		this->rot.z = 0x8000;
		this->upsideDown = 1;
		this->direction = 0; }

	else if (randChoice == 3) {	// On the left ceiling!
		this->rot.y = 0x2000; 
		this->rot.z = 0x8000;
		this->upsideDown = 1;
		this->direction = 1; }

	else if (randChoice == 4) {	// In the Center!
		char PlayerID = NearestPlayer(this);
		dStageActor_c *Player = GetSpecificPlayerActor(PlayerID);

		this->upsideDown = 0;
		this->rot.z = 0;
		if (Player->pos.x < this->pos.x) {
			this->rot.y = 0xE000; 
			this->direction = 0; }
		else {
			this->rot.y = 0x2000; 
			this->direction = 1; }
	}

	PlaySound(this, 0x21F);
}

void daBalboa_c::executeState_ManholeUp() { 

	this->bodyModel._vf1C();
	
	if (this->timer < 30) {
		if (this->upsideDown == 0) {
			this->pos.y += 0.6; } // Height is 72 pixels, move up 18 pixels.
		else {
			this->pos.y -= 0.6; } // Height is 72 pixels, move down 18 pixels.
	}
		
	if (this->timer > 60) {
		doStateChange(&StateID_HeadPoke); }
		
	this->timer += 1;

}
void daBalboa_c::endState_ManholeUp() { }




// HeadPoke State

void daBalboa_c::beginState_HeadPoke() { 

	nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("throw_2");
	this->anmThrow_2.bind(&this->bodyModel, anmChr, 1);
	this->bodyModel.bindAnim(&this->anmThrow_2, 0.0);
	this->anmThrow_2.setUpdateRate(1.0);

	this->timer = 0;
}

void daBalboa_c::executeState_HeadPoke() { 

	if (this->timer < 30) {
		if (this->upsideDown == 0) {
			this->pos.y += 0.6; } // Height is 72 pixels, move up 20 pixels.
		else {
			this->pos.y -= 0.6; } // Height is 72 pixels, move down 20 pixels.
	}
	
	if (this->timer > 90) {
		doStateChange(&StateID_AllOut); }
		
	this->timer += 1;
	this->bodyModel._vf1C();

}
void daBalboa_c::endState_HeadPoke() { }





// AllOut State

void daBalboa_c::beginState_AllOut() { 

	nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("throw_3");
	this->anmThrow_3.bind(&this->bodyModel, anmChr, 1);
	this->bodyModel.bindAnim(&this->anmThrow_3, 0.0);
	this->anmThrow_3.setUpdateRate(1.0);

	this->timer = 0;

	PlaySound(this, 0x220);
}

void daBalboa_c::executeState_AllOut() { 

	this->bodyModel._vf1C();

	if (this->timer < 30) {
		if (this->upsideDown == 0) {
			this->pos.y += 1.2; } // Height is 72 pixels, move up last 36 pixels.
		else {
			this->pos.y -= 1.2; } // Height is 72 pixels, move down last 36 pixels.
	}
		
	if (this->timer > 45) {
		int randChoice;
		randChoice = GenerateRandomNumber(2);
	
		if (randChoice == 0) {		
			doStateChange(&StateID_ThrowHoming); }
		else {
			doStateChange(&StateID_ThrowWrench); }
	}
	
	this->timer += 1;

}
void daBalboa_c::endState_AllOut() { }




// ThrowHoming State

void daBalboa_c::beginState_ThrowHoming() { 

	if (this->direction == 0) {
		nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("throw_4_left_hand");
		this->anmThrow_4Left.bind(&this->bodyModel, anmChr, 1);
		this->bodyModel.bindAnim(&this->anmThrow_4Left, 0.0);
		this->anmThrow_4Left.setUpdateRate(1.0); 
	}
	else {
		nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("throw_4_right_hand");
		this->anmThrow_4Right.bind(&this->bodyModel, anmChr, 1);
		this->bodyModel.bindAnim(&this->anmThrow_4Right, 0.0);
		this->anmThrow_4Right.setUpdateRate(1.0); 
	}


	u32 settings;
	char dir;
	
	if (this->direction) { dir = 0; }
	else 				 { dir = 1; }
	
	settings = (dir) | (this->upsideDown << 1);
	settings = settings | 0x10;

	CreateActor(544, settings, this->pos, 0, 0);


	this->timer = 0;
}

void daBalboa_c::executeState_ThrowHoming() { 
	this->bodyModel._vf1C();

	if (this->timer > 60) {
		doStateChange(&StateID_BackDown); }
		
	this->timer += 1;
	this->bodyModel._vf1C();
}
void daBalboa_c::endState_ThrowHoming() { }




// ThrowWrench State

void daBalboa_c::beginState_ThrowWrench() { 

	this->throwCount = 0;
	this->timer = 0;
}

void daBalboa_c::executeState_ThrowWrench() { 



	if (this->timer > 60) {

		if (this->throwCount & 1) {
			nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("throw_4_left_hand");
			this->anmThrow_4Left.bind(&this->bodyModel, anmChr, 1);
			this->bodyModel.bindAnim(&this->anmThrow_4Left, 0.0);
			this->anmThrow_4Left.setUpdateRate(1.0); 
		}
		else {
			nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("throw_4_right_hand");
			this->anmThrow_4Right.bind(&this->bodyModel, anmChr, 1);
			this->bodyModel.bindAnim(&this->anmThrow_4Right, 0.0);
			this->anmThrow_4Right.setUpdateRate(1.0); 
		}


		u32 settings;
		u8 up = this->upsideDown;
		u8 throwc = this->throwCount;
		u8 dir;
		
		if (this->direction) { dir = 0; }
		else 				 { dir = 1; }

		settings = (dir) | (up << 1);
		settings = settings | (throwc & 1 << 8);

		CreateActor(544, settings, this->pos, 0, 0);

		this->throwCount += 1;
		this->timer = 0;
	}
	
	if (this->throwCount > 4) {
		doStateChange(&StateID_BackDown); }

	this->timer += 1;
	this->bodyModel._vf1C();
	
}
void daBalboa_c::endState_ThrowWrench() { }



// BackDown State

void daBalboa_c::beginState_BackDown() { 

	nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("throw_5");
	this->anmThrow_5.bind(&this->bodyModel, anmChr, 1);
	this->bodyModel.bindAnim(&this->anmThrow_5, 0.0);
	this->anmThrow_5.setUpdateRate(1.0);

	this->timer = 0;

	PlaySound(this, 0x221);

	CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){2.0, 1.0, 1.0}, 351); 
	CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){2.0, 1.0, 1.0}, 352); 
}

void daBalboa_c::executeState_BackDown() { 

	if (this->timer < 60) {
		if (this->upsideDown == 0) {
			this->pos.y -= 1.2; } // Height is 72 pixels, move down 
		else {
			this->pos.y += 1.2; } // Height is 72 pixels, move up
	}
		
	if (this->timer > 90) {
		doStateChange(&StateID_ManholeUp); }
		
	this->timer += 1;
	this->bodyModel._vf1C();

}
void daBalboa_c::endState_BackDown() { }




void daBalboa_c::beginState_Outro() { 

	this->removeMyActivePhysics();
	this->timer = 0;
	this->rot.x = 0x0; // X is vertical axis
	this->rot.y = 0xE000; // Y is horizontal axis
	this->rot.z = 0x0; // Z is ... an axis >.>

}
void daBalboa_c::executeState_Outro() {

	if (this->dying == 1) { 
		if (this->timer > 180) {
			ExitStage(WORLD_MAP, 0, BEAT_LEVEL, MARIO_WIPE);
		}
		
		if (this->timer == 60) {
			
			if (GetSpecificPlayerActor(0) != 0) {
				PlaySound(this, SE_VOC_MA_CLEAR_BOSS);
				// Send PlBase into DemoGoal State here, kthxbai
			}
			
			if (GetSpecificPlayerActor(1) != 0) {
				PlaySound(this, SE_VOC_LU_CLEAR_BOSS);
				// Send PlBase into DemoGoal State here, kthxbai
			}

			if (GetSpecificPlayerActor(2) != 0) {
				PlaySound(this, SE_VOC_KO_CLEAR_BOSS);
				// Send PlBase into DemoGoal State here, kthxbai
			}

			if (GetSpecificPlayerActor(3) != 0) {
				PlaySound(this, SE_VOC_KO2_CLEAR_BOSS);
				// Send PlBase into DemoGoal State here, kthxbai
			}
		}	
		
		this->timer += 1;
		return; 
	}	

	if (this->scale.x > 0.1) {

		PlaySound(this, SE_BOSS_CMN_DAMAGE_LAST);
		PlaySound(this, SE_EMY_BIG_TERESA_DEAD);

		// Adjust this to equal the scale of your boss / 80.
		this->scale.x -= 0.175;
		this->scale.y -= 0.175;
		this->scale.z -= 0.175;

		this->pos.y += 2.0;
		
		Vec tempPos = (Vec){this->pos.x + 160.0, this->pos.y - 80.0, 5500.0};

		if (this->timer == 30) {  
			CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0}, 756); 
			CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0}, 801); 
			CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0}, 957); 
			this->timer = 0;
		}
	}
	else {
		this->scale.x = 0.0;
		this->scale.y = 0.0;
		this->scale.z = 0.0;
		
		Vec tempPos = (Vec){this->pos.x + 160.0, this->pos.y - 80.0, 5500.0};

		CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0}, 588);
		this->dying = 1;
		this->timer = 0;

		PlaySound(this, STRM_BGM_SHIRO_BOSS_CLEAR);
	}

	this->timer += 1;

}
void daBalboa_c::endState_Outro() { }