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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
u32 inheritSet; // 0x3D6
u8 lastEvState; // 0x3DA
};
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 >> 28) & 0xF;
OSReport("Event to activate: %d", eventNum);
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);
SpriteSpawner_Update(self);
return true;
}
bool SpriteSpawner_Execute(SpriteSpawner *self) {
OSReport("Events: %08x%08x", EventTable->events >> 32, EventTable->events & 0xFFFFFFFF);
SpriteSpawner_Update(self);
return true;
}
void SpriteSpawner_Update(SpriteSpawner *self) {
if (EventTable->events & self->eventFlag)
{
// Put an action for when the event turns on here
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, self->inheritSet, pos, 0, 0);
EventTable->events = EventTable->events & ~self->eventFlag;
}
}
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