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#include <common.h>
#include <game.h>
#include <g3dhax.h>
class daMrSun_c : public dEn_c {
int onCreate();
int onDelete();
int onExecute();
int onDraw();
mHeapAllocator_c allocator;
m3d::mdl_c model;
static daMrSun_c *build();
};
daMrSun_c *daMrSun_c::build() {
void *buffer = AllocFromGameHeap1(sizeof(daMrSun_c));
return new(buffer) daMrSun_c;
}
#define ACTIVATE 1
#define DEACTIVATE 0
int daMrSun_c::onCreate() {
OSReport("Creating the Mr.Sun Model");
allocator.link(-1, GameHeaps[0], 0, 0x20);
nw4r::g3d::ResFile rf(getResource("g3d/bubble.brres", "bubble"));
model.setup(rf.GetResMdl("bubble"), &allocator, 0x224, 1, 0);
SetupTextures_Enemy(&model, 0);
allocator.unlink();
OSReport("Setting Mr.Sun's Size to 4.0");
this->scale = (Vec){4.0, 4.0, 4.0};
OSReport("Creating Mr.Sun's Physics Struct");
ActivePhysics::Info HitMeBaby;
HitMeBaby.xDistToCenter = 0.0;
HitMeBaby.yDistToCenter = 0.0;
HitMeBaby.xDistToEdge = 8.0;
HitMeBaby.yDistToEdge = 8.0;
HitMeBaby.category1 = 0x3;
HitMeBaby.category2 = 0x0;
HitMeBaby.bitfield1 = 0x4F;
HitMeBaby.bitfield2 = 0x820C;
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("Going to Execute Mr.Sun");
this->onExecute();
return true;
}
int daMrSun_c::onDelete() {
return true;
}
int daMrSun_c::onExecute() {
OSReport("Oh Mr.Sun, Sun, Mr.Golden Sun");
return true;
}
int daMrSun_c::onDraw() {
model.scheduleForDrawing();
return true;
}
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