mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-09-03 02:33:55 -04:00
Implement SpawnParams struct (#536)
* Impl SpawnParams * Added json submodule * Update json * Update * Works * Remove comment * Works refactor * Snowman and thwomp working * Impl hot air balloon * More progress * All OObjects are done * cleanup * Refactor 2Dpath to normal path * Update nlohmann json & fix compile * Rest of actors * MORE CHANGES * Finish actors * Done PR, some fix to collision viewer * Impl falling rocks * Add const * wip editor refactor * Property work * continue * Overridable editor properties * Actor saving/loading works now * Fix light alignment * Clarification * Impl penguin * params impl signs * properties impl falling rock * More property impls * impl air balloon * Add spawnParams to OObject Translate * Snowman translate better * impl hedgehog properly * properties impl trophy * thwomp progress * Finish impl properties * Fix compile * Fix cursor collisions * Move registered actors * Rename pathPoint XYZ to xyz * Fix editor pause bug * Clean up * Review comments * Remove SpawnParams struct from actor classes * Rename * Player Label First Iteration * Work now * Working 3d text * Fix boo bug * Finish AText actor * Fix spawnparams compile * Register AText * Finish Text Actor * Fix thwomp interpolation * Fix compile * Fix crab and hedgehog * Fix loading flagpole * Fix Hot Air Balloon * Turn zbuffer on for AText * Update --------- Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
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@@ -620,75 +620,8 @@ void Harbour::Load() {
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void Harbour::LoadTextures() {
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dma_textures(gTextureTrees1, 0x0000035BU, 0x00000800U); // 0x03009000
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D_802BA058 = dma_textures(gTexturePiranhaPlant1, 0x000003E8U, 0x00000800U); // 0x03009800
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dma_textures(gTexturePiranhaPlant2, 0x000003E8U, 0x00000800U); // 0x0300A000
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dma_textures(gTexturePiranhaPlant3, 0x000003E8U, 0x00000800U); // 0x0300A800
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dma_textures(gTexturePiranhaPlant4, 0x000003E8U, 0x00000800U); // 0x0300B000
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dma_textures(gTexturePiranhaPlant5, 0x000003E8U, 0x00000800U); // 0x0300B800
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dma_textures(gTexturePiranhaPlant6, 0x000003E8U, 0x00000800U); // 0x0300C000
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dma_textures(gTexturePiranhaPlant7, 0x000003E8U, 0x00000800U); // 0x0300C800
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dma_textures(gTexturePiranhaPlant8, 0x000003E8U, 0x00000800U); // 0x0300D000
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dma_textures(gTexturePiranhaPlant9, 0x000003E8U, 0x00000800U); // 0x0300D800
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}
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Path2D harbour_path2D[] = {
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{ 0, 0},
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{ 0, -100},
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{ 0, -200},
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{ 0, -300},
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{ 0, -400},
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{ 0, -500},
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{ 0, -600},
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{ 0, -700},
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{ 0, -800},
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{ 0, -900},
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{ 0, -1000},
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{ 0, -1096}, // Main point 1
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{ 100, -1090},
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{ 200, -1085},
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{ 300, -1080},
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{ 400, -1075},
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{ 500, -1072}, // Curve begins to smooth here
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{ 600, -1068},
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{ 700, -1065},
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{ 800, -1063},
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{ 900, -1061},
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{ 984, -1060}, // Main point 2
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{ 990, -900},
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{ 995, -800},
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{ 997, -700},
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{ 998, -600},
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{ 999, -500},
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{ 999, -400},
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{ 999, -300},
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{ 999, -200},
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{ 999, -100},
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{ 999, 0},
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{ 999, 100},
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{ 999, 200},
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{ 999, 300},
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{ 999, 400},
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{ 999, 500},
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{ 999, 600},
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{ 999, 700},
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{ 999, 800},
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{ 999, 900},
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{ 999, 940}, // Main point 3
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{ 900, 945},
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{ 800, 945},
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{ 700, 947},
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{ 600, 948},
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{ 500, 949},
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{ 400, 949},
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{ 300, 949},
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{ 200, 950},
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{ 100, 950},
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{ 0, 950}, // Main point 4
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// End of path
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{ -32768, -32768 } // Terminator
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};
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void Harbour::BeginPlay() {
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struct ActorSpawnData itemboxes[] = {
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{ 200, 1500, 200 , 0},
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@@ -742,22 +675,8 @@ void Harbour::BeginPlay() {
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// gWorldInstance.AddObject(new OBoos(10, IPathSpan(0, 5), IPathSpan(18, 23), IPathSpan(25, 50)));
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// gVehicle2DPathPoint = harbour_path2D;
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//gVehicle2DPathLength = 53;
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// D_80162EB0 = spawn_actor_on_surface(harbour_path2D[0].x, 2000.0f, harbour_path2D[0].z);
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// DEBUG ONLY TO VISUALIZE PATH
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// for (size_t i = 0; i < ARRAY_COUNT(harbour_path); i++) {
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// if (i % 10 == 1) {
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// f32 height = spawn_actor_on_surface(harbour_path[i].posX, 2000.0f, harbour_path[i].posZ);
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// Vec3f itemPos = {harbour_path[i].posX, height, harbour_path[i].posZ};
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// add_actor_to_empty_slot(itemPos, rot, vel, ACTOR_ITEM_BOX);
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// }
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// }
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//gWorldInstance.AddActor(new AShip(FVector(-1694, -111, 1451), AShip::Skin::GHOSTSHIP));
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//gWorldInstance.AddActor(new AShip(FVector(2811, -83, 966), AShip::Skin::SHIP2));
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//gWorldInstance.AddObject(new OGrandPrixBalloons(FVector(16, -136, -34)));
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}
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void Harbour::WhatDoesThisDo(Player* player, int8_t playerId) {
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