mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-07-08 22:45:12 -04:00
Fix Seagull, classes count their own instances --> cleanup
This commit is contained in:
@@ -1,8 +1,8 @@
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#include <libultraship.h>
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#include <libultra/gbi.h>
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#include "Seagull.h"
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#include "engine/Actor.h"
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#include <vector>
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#include "World.h"
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#include "port/Game.h"
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@@ -29,9 +29,14 @@ extern SplineData D_800E6280;
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SplineData* D_800E633C[] = { &D_800E6034, &D_800E60F0, &D_800E61B4, &D_800E6280 };
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OSeagull::OSeagull(s32 i, Vec3f pos) {
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size_t objectId;
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_idx = i;
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size_t OSeagull::_count = 0;
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OSeagull::OSeagull(Vec3f pos) {
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size_t objectIndex;
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_idx = _count;
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_pos[0] = pos[0];
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_pos[1] = pos[1];
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_pos[2] = pos[2];
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s16 randZ;
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s16 randX;
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@@ -40,60 +45,48 @@ OSeagull::OSeagull(s32 i, Vec3f pos) {
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randY = random_int(20);
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randZ = random_int(200) + -100.0;
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SpawnPos[0] = pos[0] + randX;
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SpawnPos[1] = pos[1] + randY;
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SpawnPos[2] = pos[2] + randZ;
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//for (i = 0; i < NUM_SEAGULLS; i++) {
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//objectId = indexObjectList2[i];
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//init_object(objectId, 0);
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objectIndex = indexObjectList2[_idx];
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init_object(objectIndex, 0);
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//set_obj_origin_pos(objectId, pos[0], pos[1], pos[2]);
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//if (i < (NUM_SEAGULLS / 2)) {
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//gObjectList[objectId].unk_0D5 = 0;
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//} else {
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// gObjectList[objectId].unk_0D5 = 1;
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//}
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//}
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set_obj_origin_pos(objectIndex, pos[0], pos[1], pos[2]);
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if (_idx < (NUM_SEAGULLS / 2)) {
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gObjectList[objectIndex].unk_0D5 = 0;
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} else {
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gObjectList[objectIndex].unk_0D5 = 1;
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}
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_count++;
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}
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bool OSeagull::IsMod() { return true; }
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void OSeagull::Tick() {
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Object* object;
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UNUSED s32* var_s4;
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s32 temp_s0;
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s32 objectIndex = indexObjectList2[_idx];
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//for (var_s3 = 0; var_s3 < NUM_SEAGULLS; var_s3++) {
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//temp_s0 = indexObjectList2[_idx];
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//object = &gObjectList[temp_s0];
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if (_state == 0) {
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object = &gObjectList[objectIndex];
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if (object->state == 0) {
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return;
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}
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OSeagull::func_80082714(temp_s0, _idx);
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OSeagull::func_8008275C(temp_s0);
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if (_toggle) {
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_toggle = false;
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OSeagull::func_80082714(objectIndex, _idx);
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OSeagull::func_8008275C(objectIndex);
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if (func_80072320(objectIndex, 2) != 0) {
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func_800722CC(objectIndex, 2);
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if (D_80165A90 != 0) {
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D_80165A90 = 0;
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D_80183E40[0] = 0.0f;
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D_80183E40[1] = 0.0f;
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D_80183E40[2] = 0.0f;
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if (gGamestate != CREDITS_SEQUENCE) {
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func_800C98B8(Pos, D_80183E40, SOUND_ARG_LOAD(0x19, 0x01, 0x70, 0x43));
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func_800C98B8(object->pos, D_80183E40, SOUND_ARG_LOAD(0x19, 0x01, 0x70, 0x43));
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} else {
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//temp_s0 = indexObjectList2[1];
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//! @todo confirm this is equivallent to indexObjectList2[1];
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if (_idx == 1) {
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if (gCutsceneShotTimer <= 150) {
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//object = &gObjectList[temp_s0];
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func_800C98B8(Pos, D_80183E40, SOUND_ARG_LOAD(0x19, 0x01, 0x70, 0x43));
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}
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objectIndex = indexObjectList2[1];
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if (gCutsceneShotTimer <= 150) {
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object = &gObjectList[objectIndex];
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func_800C98B8(object->pos, D_80183E40, SOUND_ARG_LOAD(0x19, 0x01, 0x70, 0x43));
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}
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}
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}
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@@ -114,19 +107,16 @@ void OSeagull::Tick() {
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D_80165908 = 0;
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}
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void OSeagull::Draw(Camera* camera) { // render_object_seagulls
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s32 var_s1;
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//for (i = 0; i < NUM_SEAGULLS; i++) {
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var_s1 = indexObjectList2[_idx];
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//! @todo: Quick hack to let seagull work in actor system. Should be cameraId not camera->playerId
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//if (func_8008A364(var_s1, camera->playerId, 0x5555U, 0x000005DC) < 0x9C401 && CVarGetInteger("gNoCulling", 0) == 0) {
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D_80165908 = 1;
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_toggle = true;
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//}
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//if (is_obj_flag_status_active(var_s1, VISIBLE) != 0) {
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OSeagull::func_800552BC(var_s1);
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//}
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//}
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void OSeagull::Draw(s32 cameraId) { // render_object_seagulls
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s32 objectIndex = indexObjectList2[_idx];
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if (func_8008A364(objectIndex, cameraId, 0x5555U, 0x000005DC) < 0x9C401 && CVarGetInteger("gNoCulling", 0) == 0) {
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D_80165908 = 1;
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_toggle = true;
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}
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if (is_obj_flag_status_active(objectIndex, VISIBLE) != 0) {
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OSeagull::func_800552BC(objectIndex);
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}
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}
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void OSeagull::func_800552BC(s32 objectIndex) {
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@@ -155,11 +145,11 @@ void OSeagull::func_8008275C(s32 objectIndex) {
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case 2:
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func_8008B78C(objectIndex);
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vec3f_copy(gObjectList[objectIndex].unk_01C, gObjectList[objectIndex].pos);
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func_8000D940(SpawnPos, (s16*) &gObjectList[objectIndex].unk_0C6,
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func_8000D940(gObjectList[objectIndex].origin_pos, (s16*) &gObjectList[objectIndex].unk_0C6,
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gObjectList[objectIndex].unk_034, 0.0f, 0);
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Offset[0] *= 2.0;
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Offset[1] *= 2.5;
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Offset[2] *= 2.0;
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gObjectList[objectIndex].offset[0] *= 2.0;
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gObjectList[objectIndex].offset[1] *= 2.5;
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gObjectList[objectIndex].offset[2] *= 2.0;
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object_calculate_new_pos_offset(objectIndex);
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gObjectList[objectIndex].direction_angle[1] =
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get_angle_between_two_vectors(gObjectList[objectIndex].unk_01C, gObjectList[objectIndex].pos);
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@@ -169,31 +159,26 @@ void OSeagull::func_8008275C(s32 objectIndex) {
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}
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void OSeagull::func_8008241C(s32 objectIndex, s32 arg1) {
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UNUSED s16 stackPadding0;
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s16 randZ;
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s16 randX;
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s16 randY;
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gObjectList[objectIndex].unk_0D8 = 1;
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gObjectList[objectIndex].model = (Gfx*) d_course_koopa_troopa_beach_unk4;
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gObjectList[objectIndex].vertex = (Vtx*) d_course_koopa_troopa_beach_unk_data5;
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gObjectList[objectIndex].sizeScaling = 0.2f;
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gObjectList[objectIndex].unk_0DD = 1;
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// if (gGamestate == CREDITS_SEQUENCE) {
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// set_obj_origin_pos(objectIndex, randX + -360.0, randY + 60.0, randZ + -1300.0);
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// } else if (gObjectList[objectIndex].unk_0D5 != 0) {
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// set_obj_origin_pos(objectIndex, (randX + 328.0) * xOrientation, randY + 20.0, randZ + 2541.0);
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// } else {
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// set_obj_origin_pos(objectIndex, (randX + -985.0) * xOrientation, randY + 15.0, randZ + 1200.0);
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// }
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randX = random_int(0x00C8) + -100.0;
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randY = random_int(0x0014);
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randZ = random_int(0x00C8) + -100.0;
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set_obj_origin_pos(objectIndex, (randX + _pos[0]) * xOrientation, randY + _pos[1], randZ + _pos[2]);
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set_obj_direction_angle(objectIndex, 0U, 0U, 0U);
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gObjectList[objectIndex].unk_034 = 1.0f;
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func_80086EF0(objectIndex);
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//gObjectList[objectIndex].spline = D_800E633C[arg1 % 4];
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spline = D_800E633C[arg1 % 4];
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//set_object_flag(objectIndex, 0x800);
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//object_next_state(objectIndex);
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_status |= 0x800;
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_timer = 0;
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_status &= ~0x2000;
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_state++;
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gObjectList[objectIndex].spline = D_800E633C[arg1 % 4];
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set_object_flag(objectIndex, 0x00000800);
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object_next_state(objectIndex);
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}
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