#include #include "ABanana.h" #include "engine/Actor.h" extern "C" { #include "macros.h" #include "actor_types.h" void update_actor_banana(struct BananaActor*); void render_actor_banana(Camera*, float[4][4], struct BananaActor*); } ABanana::ABanana(uint16_t playerId, const float pos[3], const s16 rot[3], const float velocity[3]) { Name = "Banana"; // Initialize the BananaActor's position, rotation, and velocity std::copy(pos, pos + 3, Pos); //std::copy(rot, rot + 3, this->a.rot); std::copy(velocity, velocity + 3, Velocity); Type = 6; // ACTOR_BANANA Flags = -0x8000; Unk_04 = 20; State = HELD_BANANA; PlayerId = playerId; //this->a.unk_08 = 0.0f; Flags |= 0x4000 | 0x1000; BoundingBoxSize = 2.0f; Unk30.meshIndexYX = 5000; Unk30.meshIndexZX = 5000; Unk30.meshIndexZY = 5000; Unk30.unk30 = 0; Unk30.unk32 = 0; Unk30.unk34 = 0; Unk30.surfaceDistance[0] = 0; Unk30.surfaceDistance[1] = 0; Unk30.surfaceDistance[2] = 0; Unk30.unk48[0] = 0; Unk30.unk48[1] = 0; Unk30.unk48[2] = 1.0f; Unk30.unk54[0] = 1.0f; Unk30.unk54[1] = 0.0f; Unk30.unk54[2] = 0.0f; Unk30.orientationVector[0] = 0.0f; Unk30.orientationVector[1] = 1.0f; Unk30.orientationVector[2] = 0.0f; } void ABanana::Tick() { update_actor_banana((BananaActor*)this); } void ABanana::Draw(Camera *camera) { render_actor_banana(camera, NULL, (BananaActor*)this); } void ABanana::Collision(Player* player, AActor*) { } void ABanana::Destroy() { } //void ABanana::Held() {}