#include "PlayerBombKart.h" #include "Matrix.h" extern "C" { #include "common_structs.h" #include "assets/common_data.h" #include "camera.h" #include "render_objects.h" #include "math_util_2.h" #include "code_80057C60.h" #include "menus.h" } void PlayerBombKart::Draw(size_t playerId, s32 cameraId) { // render_player_bomb_kart Player* player = &gPlayerOne[playerId]; if (state != PlayerBombKartState::DISABLED) { pos.x = player->pos[0]; pos.y = player->pos[1] - 2.0; pos.z = player->pos[2]; surfaceHeight = player->unk_074; PlayerBombKart::func_800563DC(cameraId, _primAlpha); PlayerBombKart::func_8005669C(_primAlpha); PlayerBombKart::func_800568A0(cameraId); } } void PlayerBombKart::func_800563DC(s32 cameraId, s32 arg2) { s32 temp_s0; s32 temp_v0; s32 residue; Camera* camera = &camera1[cameraId]; residue = D_801655CC % 4U; D_80183E40[0] = pos.x; D_80183E40[1] = pos.y + 1.0; D_80183E40[2] = pos.z; D_80183E80[0] = 0; D_80183E80[1] = func_800418AC(pos.x, pos.z, camera->pos); D_80183E80[2] = 0x8000; rsp_set_matrix_transformation(D_80183E40, D_80183E80, 0.2f); gSPDisplayList(gDisplayListHead++, (Gfx*)D_0D007E98); func_8004B310(arg2); draw_rectangle_texture_overlap((u8*) common_tlut_bomb, (u8*)common_texture_bomb[residue], (Vtx*)D_0D005AE0, 0x00000020, 0x00000020, 0x00000020, 0x00000020); temp_s0 = D_8018D400; gSPDisplayList(gDisplayListHead++, (Gfx*)D_0D007B00); func_8004B414(0, 0, 0, arg2); D_80183E40[1] = D_80183E40[1] + 4.0; D_80183E80[2] = 0; func_800562E4(temp_s0 % 3, temp_s0 % 4, arg2); temp_v0 = temp_s0 + 1; D_80183E80[2] = 0x6000; func_800562E4(temp_v0 % 3, temp_v0 % 4, arg2); temp_v0 = temp_s0 + 2; D_80183E80[2] = 0xA000; func_800562E4(temp_v0 % 3, temp_v0 % 4, arg2); gSPTexture(gDisplayListHead++, 1, 1, 0, G_TX_RENDERTILE, G_OFF); } void PlayerBombKart::func_8005669C(s32 arg2) { gSPDisplayList(gDisplayListHead++, (Gfx*)D_0D0079E8); func_8004B310(arg2); load_texture_block_rgba16_mirror((u8*) D_0D02AA58, 0x00000010, 0x00000010); D_80183E40[1] = pos.y - 2.0; D_80183E40[0] = pos.x + 2.0; D_80183E40[2] = pos.z + 2.0; func_800431B0(D_80183E40, D_80183E80, 0.15f, (Vtx*)common_vtx_rectangle); D_80183E40[0] = pos.x + 2.0; D_80183E40[2] = pos.z - 2.0; func_800431B0(D_80183E40, D_80183E80, 0.15f, (Vtx*)common_vtx_rectangle); D_80183E40[0] = pos.x - 2.0; D_80183E40[2] = pos.z - 2.0; func_800431B0(D_80183E40, D_80183E80, 0.15f, (Vtx*)common_vtx_rectangle); D_80183E40[0] = pos.x - 2.0; D_80183E40[2] = pos.z + 2.0; func_800431B0(D_80183E40, D_80183E80, 0.15f, (Vtx*)common_vtx_rectangle); gSPTexture(gDisplayListHead++, 1, 1, 0, G_TX_RENDERTILE, G_OFF); } void PlayerBombKart::func_800568A0(s32 cameraId) { Mat4 mtx; Player* player; player = &gPlayerOne[cameraId]; D_80183E50[0] = pos.x; D_80183E50[1] = surfaceHeight + 0.8; D_80183E50[2] = pos.z; set_transform_matrix(mtx, player->collision.orientationVector, D_80183E50, 0U, 0.5f); // convert_to_fixed_point_matrix(&gGfxPool->mtxHud[gMatrixHudCount], mtx); // gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gGfxPool->mtxHud[gMatrixHudCount++]), // G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); AddHudMatrix(mtx, G_MTX_LOAD | G_MTX_NOPUSH | G_MTX_MODELVIEW); gSPDisplayList(gDisplayListHead++, (Gfx*)D_0D007B98); }