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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 daFuzzyBear_c : public dEn_c {
int onCreate();
int onDelete();
int onExecute();
int onDraw();
mHeapAllocator_c allocator;
m3d::mdl_c bodyModel;
nw4r::g3d::ResFile resFile;
m3d::anmChr_c animationChr;
int timer;
char BigBossFuzzyBear;
float Baseline;
float AreaWidthLeft;
float AreaWidthRight;
float LaunchSpeedShort;
float LaunchSpeedHigh;
char dying;
float storeSpeed;
Vec initialPos;
char RolyBounces;
Vec RolyPos;
char falldown;
char damage;
char roly;
char isInvulnerable;
static daFuzzyBear_c *build();
void bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate);
void setupBodyModel();
void updateModelMatrices();
void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
// void yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther);
bool collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther);
void collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther);
USING_STATES(daFuzzyBear_c);
DECLARE_STATE(Grow);
DECLARE_STATE(Bounce);
DECLARE_STATE(Needles);
DECLARE_STATE(Spray);
DECLARE_STATE(RolyPoly);
DECLARE_STATE(Wait);
DECLARE_STATE(Outro);
};
daFuzzyBear_c *daFuzzyBear_c::build() {
void *buffer = AllocFromGameHeap1(sizeof(daFuzzyBear_c));
return new(buffer) daFuzzyBear_c;
}
extern "C" void *HandleXSpeed(daFuzzyBear_c *);
extern "C" void *HandleYSpeed(daFuzzyBear_c *);
extern "C" void *UpdateObjectPosBasedOnSpeedValues_real(daFuzzyBear_c *);
extern "C" void *doSpriteMovement(dEn_c *);
extern "C" void *PlaySound(daFuzzyBear_c *, int soundID);
extern "C" void *StopSound(int soundID);
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(daFuzzyBear_c *, Vec pos);
extern "C" dStageActor_c *GetSpecificPlayerActor(int number);
CREATE_STATE(daFuzzyBear_c, Grow);
CREATE_STATE(daFuzzyBear_c, Bounce);
CREATE_STATE(daFuzzyBear_c, Needles);
CREATE_STATE(daFuzzyBear_c, Spray);
CREATE_STATE(daFuzzyBear_c, RolyPoly);
CREATE_STATE(daFuzzyBear_c, Wait);
CREATE_STATE(daFuzzyBear_c, Outro);
#define ACTIVATE 1
#define DEACTIVATE 0
void daFuzzyBear_c::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) {
this->_vf220(apOther->owner);
OSReport("I hit Mario.");
}
void daFuzzyBear_c::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) {
if (this->isInvulnerable == 1) { return; }
OSReport("Hit Fireball");
this->timer = 0;
PlaySound(this, SE_BOSS_KOOPA_FIRE_DISAPP);
CreateEffect(&apOther->owner->pos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 102);
this->damage++;
if (this->damage > 14) { doStateChange(&StateID_Outro); }
}
bool daFuzzyBear_c::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Iceball"); return false; }
void daFuzzyBear_c::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) {
OSReport("Hit Rolling Object");
dActor_c *block = apOther->owner;
dEn_c *blah = (dEn_c*)block;
blah->speed.x = -blah->speed.x;
blah->pos.x += blah->speed.x;
if (blah->speed.y < 0) {
blah->speed.y = -blah->speed.y; }
doSpriteMovement(blah);
doSpriteMovement(blah);
if (this->isInvulnerable == 1) {
if (blah->direction == 0) { blah->direction = 1; }
else { blah->direction = 0; }
return;
}
if (blah->direction == 0) { blah->direction = 1; this->roly = 0; }
else { blah->direction = 0; this->roly = 1; }
this->pos.x += blah->speed.x;
this->timer = 0;
this->damage = this->damage + 5;
PlaySound(this, SE_EMY_BLOW_PAKKUN_DOWN);
CreateEffect(&blah->pos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 161);
if (this->damage > 14) { doStateChange(&StateID_Outro); }
else { doStateChange(&StateID_RolyPoly); }
}
void daFuzzyBear_c::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) {
if (this->isInvulnerable == 1) { return; }
PlaySound(this, SE_EMY_BIG_PAKKUN_DAMAGE_1);
OSReport("Hit Hammer");
this->timer = 0;
this->damage += 5;
CreateEffect(&apOther->owner->pos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 162);
if (this->damage > 14) { doStateChange(&StateID_Outro); }
else { doStateChange(&StateID_RolyPoly); }
}
void daFuzzyBear_c::collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Yoshi Fire"); }
void daFuzzyBear_c::bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate) {
nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr(name);
this->animationChr.bind(&this->bodyModel, anmChr, unk);
this->bodyModel.bindAnim(&this->animationChr, unk2);
this->animationChr.setUpdateRate(rate);
}
void daFuzzyBear_c::setupBodyModel() {
allocator.link(-1, GameHeaps[0], 0, 0x20);
this->resFile.data = getResource("chorobon", "g3d/chorobon.brres");
nw4r::g3d::ResMdl mdl = this->resFile.GetResMdl("chorobon");
bodyModel.setup(mdl, &allocator, 0x224, 1, 0);
SetupTextures_Enemy(&bodyModel, 0);
bool ret;
nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("run");
ret = this->animationChr.setup(mdl, anmChr, &this->allocator, 0);
allocator.unlink();
}
int daFuzzyBear_c::onCreate() {
OSReport("Creating the Fuzzy Bear Model");
setupBodyModel();
this->BigBossFuzzyBear = this->settings >> 28;
OSReport("Setting Fuzzy Bear's Size to 1.0");
this->scale = (Vec){1.0, 1.0, 1.0};
OSReport("Creating Fuzzy Bear's Physics Struct");
ActivePhysics::Info HitMeBaby;
HitMeBaby.xDistToCenter = 0.0;
HitMeBaby.yDistToCenter = 0.0;
if (BigBossFuzzyBear == 0) {
HitMeBaby.xDistToEdge = 32.0;
HitMeBaby.yDistToEdge = 32.0; }
else {
HitMeBaby.xDistToEdge = 38.0;
HitMeBaby.yDistToEdge = 38.0; }
HitMeBaby.category1 = 0x3;
HitMeBaby.category2 = 0x0;
HitMeBaby.bitfield1 = 0x4F;
HitMeBaby.bitfield2 = 0x8828E;
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 Fuzzy Bear's Box of Goodies");
this->pos.y = this->pos.y + 6;
this->rot.x = 0; // X is vertical axis
this->rot.y = 0; // Y is horizontal axis
this->rot.z = 0; // Z is ... an axis >.>
this->direction = 0; // Heading left.
this->speed.x = 0;
this->LaunchSpeedShort = ((this->settings >> 20) && 0xF) * 10.0;
this->LaunchSpeedHigh = ((this->settings >> 24) && 0xF) * 10.0;
this->AreaWidthRight = this->settings && 0xFF;
this->AreaWidthLeft = (this->settings >> 8) && 0xFF;
this->initialPos = this->pos;
this->storeSpeed = 0;
this->falldown = 0;
this->roly = 0;
this->damage = 0;
this->isInvulnerable = 0;
this->dying = 0;
bindAnimChr_and_setUpdateRate("run", 1, 0.0, 1.0);
OSReport("Setting Fuzzy Bear's State");
doStateChange(&StateID_Grow);
OSReport("Going to Execute Fuzzy Bear");
this->onExecute();
return true;
}
int daFuzzyBear_c::onDelete() {
return true;
}
int daFuzzyBear_c::onExecute() {
// OSReport("Fuzzy Bear was Executed.");
acState.execute();
updateModelMatrices();
if(this->animationChr.isAnimationDone())
this->animationChr.setCurrentFrame(0.0);
if (this->aPhysics.result1 == 1) {
char PlayerID = NearestPlayer(this);
dStageActor_c *Player = GetSpecificPlayerActor(PlayerID);
this->_vf220(Player);
}
return true;
}
int daFuzzyBear_c::onDraw() {
bodyModel.scheduleForDrawing();
bodyModel._vf1C();
return true;
}
void daFuzzyBear_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 daFuzzyBear_c::beginState_Grow() {
OSReport("Growing when Kameck Tells me to.");
this->timer = 0;
}
void daFuzzyBear_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)) {
if (BigBossFuzzyBear == 1) {
scaleSpeed = 0.025;
yPosScaling = 25; }
else {
scaleSpeed = 0.01875;
yPosScaling = 18; }
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) { doStateChange(&StateID_Bounce); }
}
void daFuzzyBear_c::endState_Grow() {
this->Baseline = this->pos.y;
PlaySound(this, STRM_BGM_TORIDE_BOSS);
OSReport("OK. All grown up now.");
}
// Bounce State
void daFuzzyBear_c::beginState_Bounce() {
OSReport("Begin Bouncing");
if (this->direction = 0) { this->speed.x = 1.5; }
else { this->speed.x = -1.5 ; }
if (this->storeSpeed != 0) { this->speed.x = this->storeSpeed; }
this->timer = 20;
}
void daFuzzyBear_c::executeState_Bounce() {
float wallDistance, scaleDown, scaleUp, scaleBase;
if (BigBossFuzzyBear == 0) {
wallDistance = 32.0;
scaleDown = 24.0;
scaleUp = 10.0;
scaleBase = 2.5;
}
else {
wallDistance = 38.0;
scaleDown = 32.0;
scaleUp = 12.0;
scaleBase = 3.0;
}
if (this->falldown == 1) { this->speed.x = 0; this->timer = 0; }
// Check for walls
if (this->pos.x <= this->initialPos.x - ((17 * 16.0) + wallDistance)) { // Hit left wall, head right.
this->speed.x = -this->speed.x;
this->direction = 1;
this->pos.x = this->pos.x + 1.0; }
if (this->pos.x >= this->initialPos.x + ((7.5 * 16.0) - wallDistance)) { // Hit right wall, head left.
this->speed.x = -this->speed.x;
this->direction = 0;
this->pos.x = this->pos.x - 1.0; }
// Check if we're on the ground.
if (this->pos.y < this->Baseline) {
this->falldown = 0;
this->timer = this->timer + 1;
if (this->speed.x != 0) {
this->storeSpeed = this->speed.x; }
this->speed.x = 0;
this->speed.y = 0;
if (this->timer < 10) {
float modifier;
modifier = scaleBase - (this->timer * 0.1);
this->scale.y = modifier;
this->pos.y = this->pos.y + (scaleDown/10.0);
if (this->pos.y > this->Baseline) { this->pos.y = this->Baseline - 1.0; }
}
else if (this->timer == 10) {
Vec tempPos = (Vec){this->pos.x, this->pos.y - wallDistance, 5500.0};
CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 66);
}
else {
float modifier;
modifier = (scaleBase - 1.0) + ((this->timer - 10) * 0.1);
this->scale.y = modifier;
this->pos.y = this->pos.y + (scaleUp/10.0);
if (this->pos.y > this->Baseline) { this->pos.y = this->Baseline - 1.0; }
PlaySound(this, SE_PLY_JUMPDAI);
}
if (this->timer > 20) {
int randChoice;
randChoice = GenerateRandomNumber(5);
if (randChoice == 0) { doStateChange(&StateID_Wait); }
randChoice = GenerateRandomNumber(4);
if (randChoice == 0) { this->speed.y = 8.0; }
else { this->speed.y = 6.0; }
this->timer = 0;
this->pos.y = this->Baseline + 1;
OSReport("Takeoff Initiated");
this->speed.x = this->storeSpeed;
}
}
else { this->speed.y = this->speed.y - 0.1; } // Gravity
HandleXSpeed(this);
HandleYSpeed(this);
UpdateObjectPosBasedOnSpeedValues_real(this);
}
void daFuzzyBear_c::endState_Bounce() { OSReport("No more bouncing."); }
// Needles State - shoots out some black icicles
void daFuzzyBear_c::beginState_Needles() {
this->timer = 0;
this->speed.y = 0;
this->speed.x = 0;
OSReport("Fuzzy Needle State Begin");
}
void daFuzzyBear_c::executeState_Needles() {
float origScale;
this->speed.y = 0;
this->speed.x = 0;
if (BigBossFuzzyBear == 0) {
origScale = 2.5;
}
else {
origScale = 3.0;
}
this->timer = this->timer + 1;
OSReport("Needle Timer: %d", this->timer);
if (this->timer <= 120) {
this->scale.y = (sin(this->timer * 3.14 / 5.0) / 2.0) + origScale; // 3 shakes per second, exactly 24 shakes overall
this->scale.x = (sin(this->timer * 3.14 / 5.0) / 2.0) + origScale; // 3 shakes per second, exactly 24 shakes overall
if (this->timer == 30) {
dStageActor_c *spawner = CreateActor(339, 0, this->pos, 0, 0);
spawner->speed.x = -6.0;
spawner->speed.y = 0.0;
spawner->scale = (Vec){1.0, 1.0, 1.0};
}
if (this->timer == 45) {
dStageActor_c *spawner = CreateActor(339, 0, this->pos, 0, 0);
spawner->speed.x = 6.0;
spawner->speed.y = 6.0;
spawner->scale = (Vec){1.0, 1.0, 1.0};
}
if (this->timer == 60) {
dStageActor_c *spawner = CreateActor(339, 0, this->pos, 0, 0);
spawner->speed.x = 0.0;
spawner->speed.y = 6.0;
spawner->scale = (Vec){1.0, 1.0, 1.0};
}
if (this->timer == 75) {
dStageActor_c *spawner = CreateActor(339, 0, this->pos, 0, 0);
spawner->speed.x = -6.0;
spawner->speed.y = 6.0;
spawner->scale = (Vec){1.0, 1.0, 1.0};
}
if (this->timer == 90) {
dStageActor_c *spawner = CreateActor(339, 0, this->pos, 0, 0);
spawner->speed.x = -6.0;
spawner->speed.y = 0.0;
spawner->scale = (Vec){1.0, 1.0, 1.0};
}
}
else { doStateChange(&StateID_Bounce); }
HandleXSpeed(this);
HandleYSpeed(this);
UpdateObjectPosBasedOnSpeedValues_real(this);
}
void daFuzzyBear_c::endState_Needles() { OSReport("Fuzzy Needle State End"); }
// Spray State - jumps in the air and shakes out some small fuzzies
void daFuzzyBear_c::beginState_Spray() {
this->timer = 0;
this->speed.y = 7.0;
this->speed.x = 0.0;
OSReport("Fuzzy Spray State Begin");
}
void daFuzzyBear_c::executeState_Spray() {
this->speed.x = 0.0;
OSReport("Fuzzy Spray State Execute");
if (this->speed.y < 1.0) {
this->speed.y = 0;
if (this->timer < 120) {
this->rot.y = sin(this->timer * 3.14 / 5) * 4000; // 3 shakes per second, exactly 24 shakes overall
int randChoice;
randChoice = GenerateRandomNumber(18); // 1.3 Fuzzies per second, 6 fuzzies overall
if (randChoice == 0) {
int randChoiceX, randChoiceY;
randChoiceX = GenerateRandomNumber(92);
randChoiceY = GenerateRandomNumber(48);
float xa, ya;
xa = randChoiceX - 48.0;
ya = randChoiceY - 24.0;
CreateActor(144, 0, (Vec){this->pos.x + xa, this->pos.y + ya, this->pos.z}, 0, 0);
}
}
else { doStateChange(&StateID_Bounce); }
this->timer = this->timer + 1;
}
else { this->speed.y = this->speed.y - 0.1; } // Gravity
HandleXSpeed(this);
HandleYSpeed(this);
UpdateObjectPosBasedOnSpeedValues_real(this);
}
void daFuzzyBear_c::endState_Spray() {
this->rot.y = 0;
this->timer = 20;
this->falldown = 1;
OSReport("Fuzzy Spray State End");
}
// Roly Poly State - Rolls from left to right, bounces off both walls, and returns to original position.
void daFuzzyBear_c::beginState_RolyPoly() {
this->isInvulnerable = 1;
if (this->roly == 0) { this->speed.x = 12.0; }
else { this->speed.x = -12.0; }
this->speed.y = 0;
this->RolyBounces = 0;
this->RolyPos = this->pos;
OSReport("Fuzzy Roly State Begin");
if (BigBossFuzzyBear == 0) {
this->scale = (Vec){2.5, 2.5, 2.5};
}
else {
this->scale = (Vec){3.0, 3.0, 3.0};
}
this->timer = 0;
}
void daFuzzyBear_c::executeState_RolyPoly() {
OSReport("Fuzzy Roly State Execute");
float wallDistance, scaleDown, scaleUp;
PlaySound(this, SE_OBJ_TEKKYU_G_CRASH);
if (this->pos.y > this->Baseline) { this->pos.y -= 2.0; }
else {
this->pos.y = this->Baseline - 1.0;
Vec tempPos = (Vec){this->pos.x, this->pos.y - 34.0, 5500.0};
if (this->timer & 0x1) { CreateEffect(&tempPos, &(S16Vec){0,0,0}, &(Vec){0.4, 0.4, 0.4}, 242); }
}
if (this->direction == 0) { // is even
this->pos.x = this->pos.x - 4.0; }
else { // is odd
this->pos.x = this->pos.x + 4.0; }
if (BigBossFuzzyBear == 0) {
wallDistance = 38.0;
}
else {
wallDistance = 50.0;
}
this->timer += 1;
if (this->pos.x <= this->initialPos.x - ((17 * 16.0) + wallDistance)) { // Hit left wall, head right.
this->speed.x = -this->speed.x;
this->direction = 1;
this->pos.x = this->pos.x + 1.0;
this->RolyBounces = this->RolyBounces + 1;
}
if (this->pos.x >= this->initialPos.x + ((7.5 * 16.0) - wallDistance)) { // Hit right wall, head left.
this->speed.x = -this->speed.x;
this->direction = 0;
this->pos.x = this->pos.x - 1.0;
this->RolyBounces = this->RolyBounces + 1;
}
if (this->direction == 1) { this->rot.z = this->rot.z - 0x400; }
else { this->rot.z = this->rot.z + 0x400; }
if (this->RolyBounces == 2) {
if ((this->pos.x > this->RolyPos.x -20.0) && (this->pos.x < this->RolyPos.x + 20.0)) {
this->speed.x = 0;
if (this->rot.z == 0) { doStateChange(&StateID_Bounce); } }
}
// HandleXSpeed(this);
// HandleYSpeed(this);
// doSpriteMovement(this);
// UpdateObjectPosBasedOnSpeedValues_real(this);
}
void daFuzzyBear_c::endState_RolyPoly() {
this->rot.z = 0;
OSReport("Fuzzy Roly State End");
this->isInvulnerable = 0;
this->timer = 0;
}
void daFuzzyBear_c::beginState_Wait() { this->timer = 0;}
void daFuzzyBear_c::executeState_Wait() {
this->timer = this->timer + 1;
if (this->timer > 60) {
int randChoice;
if (BigBossFuzzyBear == 1) { doStateChange(&StateID_Spray); }
else { doStateChange(&StateID_Bounce); }
}
}
void daFuzzyBear_c::endState_Wait() { }
void daFuzzyBear_c::beginState_Outro() {
this->removeMyActivePhysics();
this->timer = 0;
}
void daFuzzyBear_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);
// Adjust this to equal the scale of your boss / 80.
this->scale.x -= 0.015;
this->scale.y -= 0.015;
this->scale.z -= 0.015;
if (this->timer == 30) {
CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0}, 756);
CreateEffect(&this->pos, &(S16Vec){0,0,0}, &(Vec){2.0, 2.0, 2.0}, 801);
CreateEffect(&this->pos, &(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;
CreateEffect(&this->pos, &(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 daFuzzyBear_c::endState_Outro() { }
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