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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() { }
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