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#include <common.h>
#include <game.h>
struct SpriteSpawnerTimed {
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
u32 inheritSet; // 0x3D6
u8 lastEvState; // 0x3DA
u32 timer;
};
struct EventTable_t {
u64 events;
};
struct VEC {
float x;
float y;
float z;
};
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 SpriteSpawnerTimed_Update(SpriteSpawnerTimed *self);
#define ACTIVATE 1
#define DEACTIVATE 0
bool SpriteSpawnerTimed_Create(SpriteSpawnerTimed *self) {
char eventNum = (self->settings >> 28) & 0xF;
self->eventFlag = (u64)1 << (eventNum - 1);
self->type = (self->settings >> 16) & 0xFFF;
short tempSet = self->settings & 0xFFFF;
self->inheritSet = (tempSet & 3) | ((tempSet & 0xC) << 2) | ((tempSet & 0x30) << 4) | ((tempSet & 0xC0) << 6) | ((tempSet & 0x300) << 8) | ((tempSet & 0xC00) << 10) | ((tempSet & 0x3000) << 12) | ((tempSet & 0xC000) << 14);
self->timer = 0;
SpriteSpawnerTimed_Update(self);
return true;
}
bool SpriteSpawnerTimed_Execute(SpriteSpawnerTimed *self) {
SpriteSpawnerTimed_Update(self);
return true;
}
void SpriteSpawnerTimed_Update(SpriteSpawnerTimed *self) {
if (EventTable->events & self->eventFlag)
{
if (self->timer == 0)
{
VEC pos;
pos.x = self->x;
pos.y = self->y;
pos.z = self->z;
dStageActor_c *spawned = CreateActor(self->type, self->inheritSet, pos, 0, 0);
self->timer = 120;
}
}
else {
self->timer = 0;
}
self->timer--;
}
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