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#include <common.h>
#include <game.h>
struct MrSun {
u32 id; // 0x00
u32 settings; // 0x04
u16 name; // 0x08
u8 _0A[6]; // 0x0A
u8 _10[0x9C]; // 0x10
float x; // 0xAC
float y; // 0xB0
float z; // 0xB4
float last_x;
float last_y;
float last_z;
float x_delta;
float y_delta;
float z_delta;
float d0;
float d4;
float d8;
float scale_x;
float scale_y;
float scale_z;
float speed_x;
float speed_y;
float speed_z;
float maxspeed_x;
float maxspeed_y;
float maxspeed_z;
u16 rot_x;
u16 rot_y;
u16 rot_z;
u8 _106[0x42]; // 0x106
u8 _148[0x288];
// Any variables you add to the class go here; starting at offset 0x3D0
u64 eventFlag;
u32 location;
u8 damage;
u8 respawn;
};
struct EventTable_t {
u64 events;
};
struct VEC {
float x;
float y;
float z;
};
struct APInfo {
float xDistToCenter; // 0
float yDistToCenter; // 4
float xDistToEdge; // 8
float yDistToEdge; // C
u8 category1; // 10
u8 category2; // 11
u16 nulls; // 12
u32 bitfield1; // 14
u16 bitfield2; // 18
u16 unkShort; // 1C
u32 callback; // 20
};
extern EventTable_t *EventTable;
extern "C" dStageActor_c *CreateActor(u16 classID, int settings, VEC pos, char rot, char layer);
extern "C" dStageActor_c *Actor_SearchByID(u32 actorID);
extern "C" void *BubbleModel(MrSun *self);
extern "C" void *ActivePhysics_InitWithStruct(u8 *thing, MrSun *self, APInfo physstruct);
extern "C" void *ActivePhysics_AddToList(u8 *thing);
bool MrSun_Execute(MrSun *self);
bool MrSun_Create(MrSun *self);
#define ACTIVATE 1
#define DEACTIVATE 0
bool MrSun_Create(MrSun *self) {
OSReport("Creating the Mr.Sun Model");
BubbleModel(self);
OSReport("Setting Mr.Sun's Size to 4.0");
self->scale_x = 4.0;
self->scale_y = 4.0;
self->scale_z = 4.0;
OSReport("Creating Mr.Sun's Physics Struct");
APInfo 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.unkShort = 0;
HitMeBaby.callback = 0x80095950;
OSReport("Making the Physics Class and adding to the list");
ActivePhysics_InitWithStruct(self->_148, self, HitMeBaby);
ActivePhysics_AddToList(self->_148);
OSReport("Going to Execute Mr.Sun");
MrSun_Execute(self);
return true;
}
bool MrSun_Execute(MrSun *self) {
OSReport("Oh Mr.Sun, Sun, Mr.Golden Sun");
return true;
}
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