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#include "cutScene.h"
dScCutScene_c *dScCutScene_c::instance = 0;
dScCutScene_c *dScCutScene_c::build() {
// return new dScCutScene_c;
void *buffer = AllocFromGameHeap1(sizeof(dScCutScene_c));
dScCutScene_c *c = new(buffer) dScCutScene_c;
instance = c;
return c;
}
dScCutScene_c::dScCutScene_c() : state(this) {
}
int dScCutScene_c::onCreate() {
*CurrentDrawFunc = CutSceneDrawFunc;
return true;
}
int dScCutScene_c::onDelete() {
return true;
}
int dScCutScene_c::onExecute() {
return true;
}
int dScCutScene_c::onDraw() {
return true;
}
void CutSceneDrawFunc() {
Reset3DState();
SetupLYTDrawing();
DrawAllLayoutsBeforeX(0x81);
RenderEffects(0, 3);
RenderEffects(0, 2);
GXDrawDone();
RemoveAllFromScnRoot();
Reset3DState();
SetCurrentCameraID(1);
DoSpecialDrawing1();
SetCurrentCameraID(0);
for (int i = 0; i < 4; i++)
RenderEffects(0, 0xB+i);
for (int i = 0; i < 4; i++)
RenderEffects(0, 7+i);
GXDrawDone();
// Leaving out some stuff here
DrawAllLayoutsAfterX(0x80);
ClearLayoutDrawList();
SetCurrentCameraID(0);
}
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