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#include <common.h>
#include <game.h>
#include <g3dhax.h>
#include <sfx.h>
#include <stage.h>
#include "boss.h"
#define CLOWN_MODEL(clown) ((m3d::mdl_c*)( ((u32)(clown)) + 0xFD0 ))
extern "C" void *PClownCarExecute(dEn_c *clown);
extern "C" void *PClownCarAfterCreate(dEn_c *clown, u32);
extern "C" void *PClownCarDraw(dEn_c *clown);
extern "C" void *PClownCarMove(dEn_c *clown);
void CConDraw(dEn_c *clown) {
// setup matrices
OSReport("Drawing");
// CLOWN_MODEL(clown)->scheduleForDrawing();
PClownCarDraw(clown);
// run normal clown function
}
void CConExecute(dEn_c *clown) {
OSReport("Executing");
PClownCarExecute(clown);
// run normal execute
}
void CCafterCreate(dEn_c *clown) {
OSReport("Creating");
clown->scale.x *= 1.25;
clown->scale.y *= 1.25;
clown->scale.z *= 1.25;
// setup the model
PClownCarAfterCreate(clown, 1);
}
void CConExecuteMove(dEn_c *clown) {
OSReport("Moving");
// run normal move
PClownCarMove(clown);
// check for wiimote button presses
// spawn effect and attack if there are any
}
extern "C" m3d::mdl_c *__ct__Q23m3d5mdl_cFv(m3d::mdl_c *mdl);
extern "C" dEn_c *__ct__20daJrClownForPlayer_cFv(dEn_c *clown);
dEn_c *newClownCtor(dEn_c *clown) {
OSReport("ctor");
__ct__20daJrClownForPlayer_cFv(clown);
__ct__Q23m3d5mdl_cFv(CLOWN_MODEL(clown));
return clown;
}
extern "C" void __dt__Q23m3d5mdl_cFv(m3d::mdl_c *mdl, u32 willDelete);
extern "C" void __dt__20daJrClownForPlayer_cFv(dEn_c *mdl, u32 willDelete);
void newClownDtor(dEn_c *clown, u32 willDelete) {
__dt__Q23m3d5mdl_cFv(CLOWN_MODEL(clown), 0xFFFFFFFF);
__dt__20daJrClownForPlayer_cFv(clown, willDelete);
}
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