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#include <common.h>
#include <game.h>
struct SpriteSwapper {
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
u64 alteventFlag; // 0x3D0
u8 alteventState;
u8 alteventTrue;
u16 firstType; // 0x3D4
u16 secondType; // 0x3D4
u8 lastEvState; // 0x3DA
u32 firstActor;
u32 secondActor;
u8 direction; // 0x3D0
};
struct EventTable_t {
u64 events;
};
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);
void SpriteSwapper_Update(SpriteSwapper *self);
#define ACTIVATE 1
#define DEACTIVATE 0
bool SpriteSwapper_Create(SpriteSwapper *self) {
OSReport("I exist, dammit!");
char eventNum = (self->settings >> 28) & 0xF;
char alteventNum = (self->settings >> 12) & 0xF;
OSReport("Event to activate: %d", eventNum);
self->eventFlag = (u64)1 << (eventNum - 1);
self->alteventFlag = (u64)1 << (alteventNum - 1);
self->firstActor = 0;
self->secondActor = 0;
self->firstType = (self->settings >> 16) & 0xFFF;
self->secondType = self->settings & 0xFFF;
self->alteventState = 0;
if (alteventNum > 0)
self->alteventTrue = 1;
else
self->alteventTrue = 0;
Vec pos;
pos.x = self->x;
pos.y = self->y;
pos.z = self->z;
OSReport("Spawning first sprite.");
dStageActor_c *spawned = CreateActor(self->firstType, 0, pos, 0, 0);
self->firstActor = spawned->id;
OSReport("Spawned %d.", self->firstActor);
SpriteSwapper_Update(self);
return true;
}
bool SpriteSwapper_Execute(SpriteSwapper *self) {
SpriteSwapper_Update(self);
return true;
}
void SpriteSwapper_Update(SpriteSwapper *self) {
if (self->alteventTrue == 0)
{
if (EventTable->events & self->eventFlag)
{
// Put an action for when the event turns on here
OSReport("Event turned on.");
if (self->firstActor != 0)
{
OSReport("Found the first sprite.");
dStageActor_c *spawned = Actor_SearchByID(self->firstActor);
if (spawned != 0) {
OSReport("It's still alive.");
self->x = spawned->pos.x;
self->y = spawned->pos.y;
self->z = spawned->pos.z;
self->direction = spawned->direction;
Vec speed = spawned->speed;
S16Vec rot = spawned->rot;
spawned->Delete();
self->firstActor = 0;
OSReport("Now it's deleted.");
Vec pos;
pos.x = self->x;
pos.y = self->y;
pos.z = self->z;
int x = 0;
while (x < 100000) {
x = x+1;
}
OSReport("Making second sprite.");
dStageActor_c *spawner = CreateActor(self->secondType, 0, pos, 0, 0);
self->secondActor = spawner->id;
spawner->direction = self->direction;
spawner->speed = speed;
spawner->rot = rot;
OSReport("Spawned %d.", self->secondActor);
}
else {
OSReport("Looks dead to me.");
}
}
// EventTable->events = EventTable->events & ~self->eventFlag;
}
else
{
OSReport("Event turned off.");
if (self->secondActor != 0)
{
OSReport("Found the second sprite.");
dStageActor_c *spawned = Actor_SearchByID(self->secondActor);
if (spawned != 0) {
OSReport("It's still alive.");
self->x = spawned->pos.x;
self->y = spawned->pos.y;
self->z = spawned->pos.z;
self->direction = spawned->direction;
Vec speed = spawned->speed;
S16Vec rot = spawned->rot;
spawned->Delete();
self->secondActor = 0;
OSReport("Now it's deleted.");
Vec pos;
pos.x = self->x;
pos.y = self->y;
pos.z = self->z;
int x = 0;
while (x < 100000) {
x = x+1;
}
OSReport("Making first sprite again.");
dStageActor_c *spawner = CreateActor(self->firstType, 0, pos, 0, 0);
self->firstActor = spawner->id;
spawner->direction = self->direction;
spawner->speed = speed;
spawner->rot = rot;
OSReport("Spawned %d.", self->firstActor);
}
else {
OSReport("Looks dead to me.");
}
}
}
}
else
{
if (EventTable->events & self->eventFlag)
{
if (self->alteventState == 0)
{
// Put an action for when the event turns on here
OSReport("Event turned on.");
if (self->firstActor != 0)
{
OSReport("Found the first sprite.");
dStageActor_c *spawned = Actor_SearchByID(self->firstActor);
if (spawned != 0) {
OSReport("It's still alive.");
self->x = spawned->pos.x;
self->y = spawned->pos.y;
self->z = spawned->pos.z;
self->direction = spawned->direction;
Vec speed = spawned->speed;
S16Vec rot = spawned->rot;
spawned->Delete();
self->firstActor = 0;
OSReport("Now it's deleted.");
Vec pos;
pos.x = self->x;
pos.y = self->y;
pos.z = self->z;
int x = 0;
while (x < 100000) {
x = x+1;
}
OSReport("Making second sprite.");
dStageActor_c *spawner = CreateActor(self->secondType, 0, pos, 0, 0);
self->secondActor = spawner->id;
spawner->direction = self->direction;
spawner->speed = speed;
spawner->rot = rot;
OSReport("Spawned %d.", self->secondActor);
}
else {
OSReport("Looks dead to me.");
}
}
EventTable->events = EventTable->events & ~self->alteventFlag;
self->alteventState = 1;
}
}
if (EventTable->events & self->alteventFlag)
{
if (self->alteventState == 1)
{
OSReport("Event turned off.");
if (self->secondActor != 0)
{
OSReport("Found the second sprite.");
dStageActor_c *spawned = Actor_SearchByID(self->secondActor);
if (spawned != 0) {
OSReport("It's still alive.");
self->x = spawned->pos.x;
self->y = spawned->pos.y;
self->z = spawned->pos.z;
self->direction = spawned->direction;
Vec speed = spawned->speed;
S16Vec rot = spawned->rot;
spawned->Delete();
self->secondActor = 0;
OSReport("Now it's deleted.");
Vec pos;
pos.x = self->x;
pos.y = self->y;
pos.z = self->z;
int x = 0;
while (x < 100000) {
x = x+1;
}
OSReport("Making first sprite again.");
dStageActor_c *spawner = CreateActor(self->firstType, 0, pos, 0, 0);
self->firstActor = spawner->id;
spawner->direction = self->direction;
spawner->speed = speed;
spawner->rot = rot;
OSReport("Spawned %d.", self->firstActor);
}
else {
OSReport("Looks dead to me.");
}
}
EventTable->events = EventTable->events & ~self->eventFlag;
self->alteventState = 0;
}
}
}
}
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