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path: root/src/shyguy.cpp
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#include <common.h>
#include <game.h>
#include <g3dhax.h>
#include <sfx.h>
#include <stage.h>
#include "effects.h"
#include "player.h"


// Shy Guy Settings
// 
// Nybble 5: Shy Guy Types
//		0 - Pacing Walker
//		1 - Sleeper
//		2 - Jumper
// 		3 - Ballooneer Horizontal
// 		4 - Ballooneer Vertical
// 		5 - Ballooneer Circular 
// 		6 - Judo Master 
// 		7 - Spike Thrower
// 		8 - Pacing Giant
// 	
// Nybble 6: Colour
// 		0 - Red
//		1 - Blue
//		2 - Green
//		3 - Cyan
//		4 - Purple
//
// Nybble 7: Balloon Colour
//		0 - Red
//		1 - Blue (not working)
//
// Nybble 8: Ballooneer Carries
//		0 - Nothing
//		1 - ???
//
// Nybble 9: Distance Moved
//		# - Distance for Pacing Walker, Pacing Giants, and Ballooneers 
//
// I_kinoko, I_fireflower, I_propeller_model, I_iceflower, I_star, I_penguin - model names
// anmChr - wait2

class daShyGuy : public dEn_c {
	int onCreate();
	int onDelete();
	int onExecute();
	int onDraw();

	mHeapAllocator_c allocator;
	nw4r::g3d::ResFile resFile;
	nw4r::g3d::ResFile anmFile;
	nw4r::g3d::ResFile balloonFile;

	m3d::mdl_c bodyModel;
	m3d::mdl_c balloonModel;
	m3d::mdl_c balloonModelB;

	m3d::anmChr_c chrAnimation;

	int timer;
	int jumpCounter;
	float Baseline;
	char damage;
	char renderBalloon;
	Vec initialPos;
	int distance;
	float XSpeed;

	static daShyGuy *build();

	void bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate);
	void updateModelMatrices();

	USING_STATES(daShyGuy);
	DECLARE_STATE(Walk);
	DECLARE_STATE(Turn);
	DECLARE_STATE(RealWalk);
	DECLARE_STATE(RealTurn);
	DECLARE_STATE(Jump);
	DECLARE_STATE(Sleep);
	DECLARE_STATE(Balloon_H);
	DECLARE_STATE(Balloon_V);
	DECLARE_STATE(Balloon_C);
	DECLARE_STATE(Judo);
	DECLARE_STATE(Spike);
};

daShyGuy *daShyGuy::build() {
	void *buffer = AllocFromGameHeap1(sizeof(daShyGuy));
	return new(buffer) daShyGuy;
}

extern "C" void *PlaySound(daShyGuy *, int soundID);

extern "C" dStageActor_c *CreateActor(u16 classID, int settings, Vec pos, char rot, char layer);
extern "C" u8 dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(daShyGuy *, Vec pos);

//FIXME make this dEn_c->used...
extern "C" char usedForDeterminingStatePress_or_playerCollision(dEn_c* t, ActivePhysics *apThis, ActivePhysics *apOther, int unk1);
extern "C" int SomeStrangeModification(dStageActor_c* actor);
extern "C" void DoStuffAndMarkDead(dStageActor_c *actor, Vec vector, float unk);
extern "C" int SmoothRotation(short* rot, u16 amt, int unk2);


CREATE_STATE(daShyGuy, Walk);
CREATE_STATE(daShyGuy, Turn);
CREATE_STATE(daShyGuy, RealWalk);
CREATE_STATE(daShyGuy, RealTurn);
CREATE_STATE(daShyGuy, Jump);
CREATE_STATE(daShyGuy, Sleep);
CREATE_STATE(daShyGuy, Balloon_H);
CREATE_STATE(daShyGuy, Balloon_V);
CREATE_STATE(daShyGuy, Balloon_C);
CREATE_STATE(daShyGuy, Judo);
CREATE_STATE(daShyGuy, Spike);


void daShyGuy::bindAnimChr_and_setUpdateRate(const char* name, int unk, float unk2, float rate) {
	nw4r::g3d::ResAnmChr anmChr = this->anmFile.GetResAnmChr(name);
	this->chrAnimation.bind(&this->bodyModel, anmChr, unk);
	this->bodyModel.bindAnim(&this->chrAnimation, unk2);
	this->chrAnimation.setUpdateRate(rate);
}

int daShyGuy::onCreate() {

	int type = this->settings >> 28 & 0xF;
	int anim = this->settings >> 24 & 0xF;
	int baln = this->settings >> 20 & 0xF;
	this->distance = this->settings >> 12 & 0xF;

	if (type == 3) {this->renderBalloon = 1;}
	else if (type == 4) {this->renderBalloon = 1;}
	else if (type == 5) {this->renderBalloon = 1;}
	else {this->renderBalloon = 0;}

	OSReport("Creating the ShyGuy Model\n");
	allocator.link(-1, GameHeaps[0], 0, 0x20);

	// Shy Guy Colours
	if (anim == 0) {
		this->resFile.data = getResource("lemmy_ball", "g3d/ShyGuyRed.brres");
	}
	else if (anim == 1) {
		this->resFile.data = getResource("lemmy_ball", "g3d/ShyGuyBlue.brres");
	}
	else if (anim == 2) {
		this->resFile.data = getResource("lemmy_ball", "g3d/ShyGuyGreen.brres");
	}
	else if (anim == 3) {
		this->resFile.data = getResource("lemmy_ball", "g3d/ShyGuyCyan.brres");
	}
	else if (anim == 4) {
		this->resFile.data = getResource("lemmy_ball", "g3d/ShyGuyPurple.brres");
	}
	nw4r::g3d::ResMdl mdl = this->resFile.GetResMdl("body_h");
	bodyModel.setup(mdl, &allocator, 0x224, 1, 0);

	// Balloon Model
	this->balloonFile.data = getResource("lemmy_ball", "g3d/balloon.brres");
	nw4r::g3d::ResMdl mdlB = this->balloonFile.GetResMdl("ballon");
	balloonModel.setup(mdlB, &allocator, 0x224, 1, 0);
	balloonModelB.setup(mdlB, &allocator, 0x224, 1, 0);


	// Animations start here
	this->anmFile.data = getResource("lemmy_ball", "g3d/ShyGuyAnimations.brres");
	nw4r::g3d::ResAnmChr anmChr = this->anmFile.GetResAnmChr("c18_IDLE_R");
	this->chrAnimation.setup(mdl, anmChr, &this->allocator, 0);

	allocator.unlink();

	OSReport("Setting ShyGuy's Size to 1.0\n");
	this->scale = (Vec){20.0, 20.0, 20.0};

	OSReport("Creating ShyGuy's Physics Struct\n");

	ActivePhysics::Info HitMeBaby;

	if (type == 8 || type == 10) {
		this->scale = (Vec){40.0, 40.0, 40.0};

		HitMeBaby.xDistToCenter = 0.0;
		HitMeBaby.yDistToCenter = 24.0;

		HitMeBaby.xDistToEdge = 28.0;
		HitMeBaby.yDistToEdge = 24.0;
	}

	else {
		HitMeBaby.xDistToCenter = 0.0;
		HitMeBaby.yDistToCenter = 12.0;

		HitMeBaby.xDistToEdge = 14.0;
		HitMeBaby.yDistToEdge = 12.0;		
	}

	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\n");
	this->aPhysics.initWithStruct(this, &HitMeBaby);
	this->aPhysics.addToList();

	// Tile collider
	OSReport("Making the Tile collider Class\n");
	this->collMgr.Init(this, struct_1, 0, struct_3);

	// // A bunch of things that I don't understand? Megazig used em. None seem to do anything
	// char foo = this->_391;
	// this->pos_delta2.x = 0.0;
	// this->pos_delta2.y = 16.0;
	// this->pos_delta2.z = 0.0;

	// this->spriteSomeRectX = 32.0;
	// this->spriteSomeRectY = 32.0;
	// this->_320 = 0.0;
	// this->_324 = 16.0;
	// this->_328 = 80.0;
	// this->_32C = 256.0;

	// this->pos.z = (foo == 0) ? 1500.0 : -2500.0;

	// this->_518 = 2;

	// this->_120 |= 0x200;
	// this->_36D = 0;
	// this->_518 = 2;


	// Stuff I do understand
	OSReport("Setting up ShyGuy's Box of Goodies\n");
	this->pos.y = this->pos.y + 30.0; // X is vertical axis
	this->rot.x = 0; // X is vertical axis
	this->rot.y = 0xD800; // Y is horizontal axis
	this->rot.z = 0; // Z is ... an axis >.>
	this->direction = 1; // Heading left.
	
	this->speed.x = 0;
	this->speed.y = 0.0;
	this->x_speed_inc = 0.1;
	this->Baseline = this->pos.y;
	this->XSpeed = 1.0;

	
	if (type == 0) {
		doStateChange(&StateID_Walk);
	}		
	else if (type == 1) {
		doStateChange(&StateID_Sleep);
	}		
	else if (type == 2) {
		doStateChange(&StateID_Jump);
	}		
	else if (type == 3) {
		doStateChange(&StateID_Balloon_H);
	}		
	else if (type == 4) {
		doStateChange(&StateID_Balloon_V);
	}		
	else if (type == 5) {
		doStateChange(&StateID_Balloon_C);
	}		
	else if (type == 6) {
		doStateChange(&StateID_Judo);
	}		
	else if (type == 7) {
		doStateChange(&StateID_Spike);
	}		
	else if (type == 8) {
		doStateChange(&StateID_Walk);
	}		
	else if (type == 9) {
		doStateChange(&StateID_RealWalk);
	}		
	else if (type == 10) {
		doStateChange(&StateID_RealWalk);
	}		

	OSReport("Going to Execute ShyGuy\n");
	this->onExecute();
	return true;
}

int daShyGuy::onDelete() {
	return true;
}

int daShyGuy::onExecute() {
	acState.execute();
	updateModelMatrices();

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

int daShyGuy::onDraw() {
	bodyModel.scheduleForDrawing();
	bodyModel._vf1C();

	balloonModel.scheduleForDrawing();
	balloonModelB.scheduleForDrawing();

	return true;
}

void daShyGuy::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);

	if (this->renderBalloon == 1) {
		matrix.translation(pos.x, pos.y - 30.0, pos.z);

		balloonModel.setDrawMatrix(matrix);
		balloonModel.setScale(1.5, 1.5, 1.5);
		balloonModel.calcWorld(false);

		balloonModelB.setDrawMatrix(matrix);
		balloonModelB.setScale(1.5, 1.5, 1.5);
		balloonModelB.calcWorld(false);

	}
}

///////////////
// Walk State
///////////////
	void daShyGuy::beginState_Walk() { 
		bindAnimChr_and_setUpdateRate("c18_EV_WIN_2_R", 1, 0.0, 1.5); 
		this->timer = 0;
		if (this->direction == 1) { this->rot.y = 0xD800; }
		else 					  { this->rot.y = 0x2800; }
	}
	void daShyGuy::executeState_Walk() { 

		if (this->direction == 1) { this->pos.x -= 0.5; }
		else 					  { this->pos.x += 0.5; }

		if(this->chrAnimation.isAnimationDone())
			if (this->timer > (this->distance * 32)) {
				doStateChange(&StateID_Turn);
			}
			else {
				this->chrAnimation.setCurrentFrame(0.0);
			}

		this->timer = this->timer + 1;
	}
	void daShyGuy::endState_Walk() { 
	}

///////////////
// Turn State
///////////////
	void daShyGuy::beginState_Turn() { 
		bindAnimChr_and_setUpdateRate("c18_IDLE_R", 1, 0.0, 1.0);
		this->timer = 0;
	}
	void daShyGuy::executeState_Turn() { 

		int modifier = sin(this->timer * 3.14 / 30.0) * 0x5000;

		if (this->direction == 1) { this->rot.y = 0xD800 + modifier; }
		else 					  { this->rot.y = 0x2800 - modifier; }

		if (this->timer >= 15) { 
			doStateChange(&StateID_Walk);
		}

		if(this->chrAnimation.isAnimationDone()) {
			this->chrAnimation.setCurrentFrame(0.0);
		}

		this->timer += 1;
	}
	void daShyGuy::endState_Turn() { 
		if (this->direction == 1) { this->direction = 0; }
		else 					  { this->direction = 1; }
	}

///////////////
// Jump State
///////////////
	void daShyGuy::beginState_Jump() { 
		this->timer = 0;
		this->jumpCounter = 0;
	}
	void daShyGuy::executeState_Jump() { 

		// Always face Mario
		u8 facing = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos);

		if (facing != this->direction) {
			this->direction = facing;
			if (this->direction == 1) {
				this->rot.y = 0xD800;
			}
			else {
				this->rot.y = 0x2800;
			}
		}

		// Shy Guy is on ground
		if (this->pos.y < this->Baseline) {

			bindAnimChr_and_setUpdateRate("c18_IDLE_R", 1, 0.0, 1.0);
			
			this->timer = this->timer + 1;

			// Make him wait for 0.5 seconds
			if (this->timer > 30) {

				if(this->chrAnimation.isAnimationDone())
					this->chrAnimation.setCurrentFrame(0.0);

				this->speed.x = 0;
				this->speed.y = 0;	
			}

			// Then Jump!
			else { 
				if (this->jumpCounter == 3) { this->jumpCounter = 0; }

				this->pos.y = this->Baseline + 1;
				this->timer = 0;
				this->jumpCounter = this->jumpCounter + 1;


				if (this->jumpCounter == 3) {
					bindAnimChr_and_setUpdateRate("c18_NORMAL_STEAL_R", 1, 0.0, 1.0);
					this->speed.y = 8.0;
					PlaySound(this, SE_PLY_JUMPDAI_HIGH);
				}
				else {
					bindAnimChr_and_setUpdateRate("c18_EV_WIN_1_R", 1, 0.0, 1.0);
					this->speed.y = 6.0;
					PlaySound(this, SE_PLY_JUMPDAI);
				}

				OSReport("Takeoff Initiated");
			}
		}

		// While he's jumping, it's time for gravity.
		else { 

			this->speed.y = this->speed.y - 0.15; 

			if (this->jumpCounter == 3) {
				if(this->chrAnimation.isAnimationDone())
					this->chrAnimation.setCurrentFrame(0.0);
			}
			else {
				if(this->chrAnimation.isAnimationDone())
					this->chrAnimation.setCurrentFrame(0.0);
			}
		}

		this->HandleXSpeed();
		this->HandleYSpeed();
		this->UpdateObjectPosBasedOnSpeedValuesReal();
	}
	void daShyGuy::endState_Jump() { 
	}

///////////////
// Sleep State
///////////////
	void daShyGuy::beginState_Sleep() { 
		bindAnimChr_and_setUpdateRate("c18_EV_LOSE_2_R", 1, 0.0, 1.0);
		this->rot.y = 0x0000;
	}
	void daShyGuy::executeState_Sleep() { 
		if(this->chrAnimation.isAnimationDone())
			this->chrAnimation.setCurrentFrame(0.0);
	}
	void daShyGuy::endState_Sleep() { 
	}

///////////////
// Balloon H State
///////////////
	void daShyGuy::beginState_Balloon_H() { 
		bindAnimChr_and_setUpdateRate("c18_L_DMG_F_3_R", 1, 0.0, 1.0);
		this->timer = 0;
		this->initialPos = this->pos;
		this->rot.x = 0xFE00;
		this->rot.y = 0;
	}
	void daShyGuy::executeState_Balloon_H() { 

		// Makes him bob up and down
		this->pos.y = this->initialPos.y + ( sin(this->timer * 3.14 / 60.0) * 6.0 );

		// Makes him move side to side
		this->pos.x = this->initialPos.x + ( sin(this->timer * 3.14 / 600.0) * (float)this->distance * 8.0);

		this->timer = this->timer + 1;

		if(this->chrAnimation.isAnimationDone())
			this->chrAnimation.setCurrentFrame(0.0);

	}
	void daShyGuy::endState_Balloon_H() { 
	}

///////////////
// Balloon V State
///////////////
	void daShyGuy::beginState_Balloon_V() { 
		bindAnimChr_and_setUpdateRate("c18_L_DMG_F_3_R", 1, 0.0, 1.0);
		this->timer = 0;
		this->initialPos = this->pos;
		this->rot.x = 0xFE00;
		this->rot.y = 0;
	}
	void daShyGuy::executeState_Balloon_V() { 
		// Makes him bob up and down
		this->pos.x = this->initialPos.x + ( sin(this->timer * 3.14 / 60.0) * 6.0 );

		// Makes him move side to side
		this->pos.y = this->initialPos.y + ( sin(this->timer * 3.14 / 600.0) * (float)this->distance * 8.0 );

		this->timer = this->timer + 1;

		if(this->chrAnimation.isAnimationDone())
			this->chrAnimation.setCurrentFrame(0.0);
	}
	void daShyGuy::endState_Balloon_V() { 
	}

///////////////
// Balloon C State
///////////////
	void daShyGuy::beginState_Balloon_C() { 
		bindAnimChr_and_setUpdateRate("c18_L_DMG_F_3_R", 1, 0.0, 1.0);
		this->timer = 0;
		this->initialPos = this->pos;
		this->rot.x = 0xFE00;
		this->rot.y = 0;
	}
	void daShyGuy::executeState_Balloon_C() { 
		// Makes him bob up and down
		this->pos.x = this->initialPos.x + ( sin(this->timer * 3.14 / 600.0) * (float)this->distance * 8.0 );

		// Makes him move side to side
		this->pos.y = this->initialPos.y + ( cos(this->timer * 3.14 / 600.0) * (float)this->distance * 8.0 );

		this->timer = this->timer + 1;

		if(this->chrAnimation.isAnimationDone())
			this->chrAnimation.setCurrentFrame(0.0);
	}
	void daShyGuy::endState_Balloon_C() { 
	}

///////////////
// Judo State
///////////////
	void daShyGuy::beginState_Judo() { 
		this->timer = 0;
	}
	void daShyGuy::executeState_Judo() { 

	// chargin 476? 673? 760? 768? 808? 966?
		if (this->timer == 0) { bindAnimChr_and_setUpdateRate("c18_OB_IDLE_R", 1, 0.0, 1.0); }

		this->timer = this->timer + 1;

		if (this->timer == 80) { 
			if (this->direction == 1) { 
				CreateEffect(&(Vec){this->pos.x + 7.0, this->pos.y + 14.0, this->pos.z + 5600.0}, &(S16Vec){0,0,0}, &(Vec){0.8, 0.8, 0.8}, 966); 
			}
			else {
				CreateEffect(&(Vec){this->pos.x - 7.0, this->pos.y + 14.0, this->pos.z}, &(S16Vec){0,0,0}, &(Vec){0.8, 0.8, 0.8}, 966); 
			}	
		}

		if (this->timer < 120) {
			// Always face Mario
			u8 facing = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos);

			if (facing != this->direction) {
				this->direction = facing;
				if (this->direction == 1) {
					this->rot.y = 0xD800;
				}
				else {
					this->rot.y = 0x2800;
				}
			}


			if(this->chrAnimation.isAnimationDone())
				this->chrAnimation.setCurrentFrame(0.0);
		}

		else if (this->timer == 120) {
			bindAnimChr_and_setUpdateRate("c18_H_CUT_R", 1, 0.0, 1.0);
			
		}

		else if (this->timer == 132) {
			PlaySound(this, SE_EMY_CRASHER_PUNCH);

			if (this->direction == 1) { 
				CreateEffect(&(Vec){this->pos.x - 18.0, this->pos.y + 16.0, this->pos.z}, &(S16Vec){0,0,0}, &(Vec){1.5, 1.5, 1.5}, 123); 
				changeActivePhysicsRect(this, 0.0, 12.0, 54.0, 12.0);
			}
			else {
				CreateEffect(&(Vec){this->pos.x + 18.0, this->pos.y + 16.0, this->pos.z}, &(S16Vec){0,0,0}, &(Vec){1.5, 1.5, 1.5}, 124); 
				changeActivePhysicsRect(this, 20.0, 12.0, 34.0, 12.0);
			}	
		}

		else {

			if(this->chrAnimation.isAnimationDone()) {
				if (this->direction == 1) { 
					CreateEffect(&(Vec){this->pos.x - 38.0, this->pos.y + 16.0, this->pos.z}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 171);
				}
				else {
					CreateEffect(&(Vec){this->pos.x + 38.0, this->pos.y + 16.0, this->pos.z}, &(S16Vec){0,0,0}, &(Vec){1.0, 1.0, 1.0}, 171);
				}

				this->timer = 0;
				PlaySound(this, SE_EMY_BIG_PAKKUN_DAMAGE_1);
				changeActivePhysicsRect(this, 0.0, 12.0, 14.0, 12.0);
			}
		}
	}
	void daShyGuy::endState_Judo() { 
	}

///////////////
// Spike State
///////////////
	void daShyGuy::beginState_Spike() { 
		this->timer = 0;
	}
	void daShyGuy::executeState_Spike() {

		if (this->timer == 0) { bindAnimChr_and_setUpdateRate("c18_OB_IDLE_R", 1, 0.0, 1.0); }

		this->timer = this->timer + 1;

		if (this->timer < 120) {
			// Always face Mario
			u8 facing = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos);

			if (facing != this->direction) {
				this->direction = facing;
				if (this->direction == 1) {
					this->rot.y = 0xD800;
				}
				else {
					this->rot.y = 0x2800;
				}
			}

			if(this->chrAnimation.isAnimationDone())
				this->chrAnimation.setCurrentFrame(0.0);
		}

		else if (this->timer == 120) {
			bindAnimChr_and_setUpdateRate("c18_H_SHOT_R", 1, 0.0, 1.0);
			
		}

		else if (this->timer == 160) {
			PlaySound(this, SE_EMY_KANIBO_THROW);

			Vec pos;
			pos.x = this->pos.x;
			pos.y = this->pos.y;
			pos.z = this->pos.z;
		
			if (this->direction == 1) { 
				dStageActor_c *spawned = CreateActor(89, 0x2, pos, 0, 0);
				spawned->scale.x = 0.5;
				spawned->scale.y = 0.5;
				spawned->scale.z = 0.5;

				spawned->speed.x = -2.0;
				spawned->speed.y = 2.0;
			}
			else {
				dStageActor_c *spawned = CreateActor(89, 0x12, pos, 0, 0);
				spawned->scale.x = 0.5;
				spawned->scale.y = 0.5;
				spawned->scale.z = 0.5;

				spawned->speed.x = 2.0;
				spawned->speed.y = 2.0;
			}
		}

		else {

			if(this->chrAnimation.isAnimationDone()) {
				this->timer = 0;
			}
		}
	}
	void daShyGuy::endState_Spike() { 
	}

///////////////
// Real Walk State
///////////////
	void daShyGuy::beginState_RealWalk() {
		//inline this piece of code
		bindAnimChr_and_setUpdateRate("c18_EV_WIN_2_R", 1, 0.0, 1.5); 
		this->max_speed.y = -4.0;
		this->speed.x = this->speed.z = 0.0;
		this->max_speed.x = (this->direction) ? -this->XSpeed : this->XSpeed;
		this->speed.y = -4.0;
		this->y_speed_inc = -0.1875;
	}
	void daShyGuy::executeState_RealWalk() { 
		this->HandleXSpeed();
		this->HandleYSpeed();
		this->doSpriteMovement();

		u16 amt = (this->direction == 0) ? 0x2800 : 0xD800;
		SmoothRotation(&this->rot.y, amt, 0x200);

		int ret = SomeStrangeModification(this);
		if(ret & 1)
			this->speed.y = 0.0;

		u32 bitfield = this->collMgr.bitfield_for_checks;
		if(bitfield & (0x15<<this->direction)) {
			this->pos.x = this->last_pos.x;
			this->doStateChange(&StateID_RealTurn);
		}

		// collisionMgr_c ??? Seems like a useful function, not sure if it's mapped in game.h as something else, though
		
		u32 bitfield2 = this->collMgr.directional_bitfields[this->direction];
		if(bitfield2) {
			this->doStateChange(&StateID_RealTurn);
		}

		DoStuffAndMarkDead(this, this->pos, 1.0);

		if(this->chrAnimation.isAnimationDone()) {
			this->chrAnimation.setCurrentFrame(0.0);
		}
	}
	void daShyGuy::endState_RealWalk() { }

///////////////
// Real Turn State
///////////////
	void daShyGuy::beginState_RealTurn() {
		bindAnimChr_and_setUpdateRate("c18_IDLE_R", 1, 0.0, 1.0);

		this->direction ^= 1;
		this->speed.x = 0.0;
	}
	void daShyGuy::executeState_RealTurn() { 

		if(this->chrAnimation.isAnimationDone()) {
			this->chrAnimation.setCurrentFrame(0.0);
		}

		this->HandleYSpeed();
		this->doSpriteMovement();

		int ret = SomeStrangeModification(this);

		if(ret & 1)
			this->speed.y = 0.0;
		if(ret & 4)
			this->pos.x = this->last_pos.x;
		DoStuffAndMarkDead(this, this->pos, 1.0);

		u16 amt = (this->direction == 0) ? 0x2800 : 0xD800;
		int done = SmoothRotation(&this->rot.y, amt, 0x200);

		if(done) {
			this->doStateChange(&StateID_RealWalk);
		}
	}
	void daShyGuy::endState_RealTurn() {
		this->max_speed.x = (this->direction) ? -this->XSpeed : this->XSpeed;
	}