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#include <common.h>
#include <game.h>
struct SpriteSpawner {
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
u8 _B8[0x318]; // 0xB8
// Any variables you add to the class go here; starting at offset 0x3D0
u64 eventFlag; // 0x3D0
u16 type; // 0x3D4
u8 lastEvState; // 0x3D6
};
struct EventTable_t {
u64 events;
};
struct VEC {
float x;
float y;
float z;
};
extern EventTable_t *EventTable;
extern "C" void CreateActor(u16 classID, int settings, VEC pos, char rot, char layer);
void SpriteSpawner_Update(SpriteSpawner *self);
#define ACTIVATE 1
#define DEACTIVATE 0
bool SpriteSpawner_Create(SpriteSpawner *self) {
OSReport("I exist, dammit!");
char eventNum = (self->settings >> 24) & 0xFF;
self->eventFlag = (u64)1 << (eventNum - 1);
self->type = (self->settings) & 0xFFFF;
self->lastEvState = 0xFF;
SpriteSpawner_Update(self);
return true;
}
bool SpriteSpawner_Execute(SpriteSpawner *self) {
SpriteSpawner_Update(self);
return true;
}
void SpriteSpawner_Update(SpriteSpawner *self) {
u8 newEvState = 0;
if (EventTable->events & self->eventFlag)
newEvState = 1;
if (newEvState == self->lastEvState)
return;
u8 offState;
if (newEvState == ACTIVATE)
{
offState = (newEvState == 1) ? 1 : 0;
// Put an action for when the event turns on here
int spriteset = 0;
VEC pos;
pos.x = self->x;
pos.y = self->y;
pos.z = self->z;
OSReport("Spawning Sprite: %d at %f,%f,%f\n", self->type, pos.x, pos.y, pos.z);
CreateActor(self->type, spriteset, pos, 0, 0);
}
else
{
offState = (newEvState == 1) ? 0 : 1;
// Put an action for when the event turns off here
}
self->lastEvState = newEvState;
}
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