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path: root/src/bossFuzzyBear.cpp
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#include <common.h>
#include <game.h>
#include <g3dhax.h>
#include <sfx.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;

	int timer;
	char BigBossFuzzyBear;
	float Baseline;
	float AreaWidthLeft;
	float AreaWidthRight;
	float LaunchSpeedShort;
	float LaunchSpeedHigh;
	float dying;
	float storeSpeed;
	Vec initialPos;
	char RolyBounces;
	Vec RolyPos;
	char falldown;
	char damage;
	char roly;
	char isInvulnerable;
	
	void dieBigFall_Execute();
	static daFuzzyBear_c *build();

	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);
};

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" 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);


#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);
	this->damage++;
	if (this->damage > 14) { doStateChange(&StateID_DieBigFall); }
}
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"); 

	if (this->isInvulnerable == 1) { return; }
	
	
	this->timer = 0; 
	this->damage = this->damage + 5;
	
	dActor_c *block = apOther->owner;
	dEn_c *blah = (dEn_c*)block;
	
	this->pos.x += blah->speed.x;

	blah->speed.x = -blah->speed.x;
	blah->pos.x += blah->speed.x;
	
	if (blah->direction == 0) { blah->direction = 1; this->roly = 0; }
	else					  { blah->direction = 0; this->roly = 1; }
	
	if (blah->speed.y < 0) {
		blah->speed.y = -blah->speed.y; }
	
	doSpriteMovement(blah);
	doSpriteMovement(blah);
	
	PlaySound(this, SE_EMY_BLOW_PAKKUN_DOWN);
	
	
	if (this->damage > 14) { doStateChange(&StateID_DieBigFall); } 
	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 += 3;
	
	if (this->damage > 14) { doStateChange(&StateID_DieBigFall); } 
	else { doStateChange(&StateID_RolyPoly); }
}
void daFuzzyBear_c::collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Yoshi Fire"); }


void daFuzzyBear_c::dieBigFall_Execute() {
	
	this->timer = this->timer + 1;
	
	this->dying = this->dying + 0.15;
	
	this->pos.x = this->pos.x + 0.15;
	this->pos.y = this->pos.y + ((-0.2 * (this->dying*this->dying)) + 5);
	
	this->dEn_c::dieBigFall_Execute();
}


int daFuzzyBear_c::onCreate() {

	OSReport("Creating the Fuzzy Bear Model");
	allocator.link(-1, GameHeaps[0], 0, 0x20);

	nw4r::g3d::ResFile rf(getResource("chorobon", "g3d/chorobon.brres"));
	bodyModel.setup(rf.GetResMdl("chorobon"), &allocator, 0x224, 1, 0);
	SetupTextures_Enemy(&bodyModel, 0);

	allocator.unlink();

	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;
		
	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->aPhysics.result1 == 1) {
		char PlayerID = NearestPlayer(this);
		dStageActor_c *Player = GetSpecificPlayerActor(PlayerID);
		
		this->_vf220(Player);
	}
	
	return true;
}


int daFuzzyBear_c::onDraw() {
	bodyModel.scheduleForDrawing();
	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;
//	PlaySound(this, SE_BOSS_ROY_MAGIC_MAKE_FAST);
}

void daFuzzyBear_c::executeState_Grow() { 
	
	this->timer = this->timer + 1;
	
	float scaleSpeed, yPosScaling;
	
	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;
	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 = 12.0;
		scaleUp = 10.0;
		scaleBase = 2.5;
	}
	else {
		wallDistance = 38.0;
		scaleDown = 16.0;
		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 - ((15 * 24.0) + 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 + ((5 * 24.0) - 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 {
			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};
	}

}
void daFuzzyBear_c::executeState_RolyPoly() { 
	OSReport("Fuzzy Roly State Execute");
	float wallDistance, scaleDown, scaleUp;

	PlaySound(this, SE_OBJ_TEKKYU_G_ROLL);
	
	if (this->pos.y > this->Baseline) { this->pos.y -= 2.0; }
	else { this->pos.y = this->Baseline - 1.0; }
	
	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;
	}
	
	

	if (this->pos.x <= this->initialPos.x - ((15 * 24.0) + 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 + ((5 * 24.0) - 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;
}







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) {
			
			randChoice = GenerateRandomNumber(3);
		
			if 		(randChoice == 0) { doStateChange(&StateID_Spray); }
//			else if (randChoice == 1) { doStateChange(&StateID_Needles); }
			else 					  { doStateChange(&StateID_RolyPoly); }
		
		}
		else {
			doStateChange(&StateID_Bounce);
		}
	}	
} 
void daFuzzyBear_c::endState_Wait() { }