;;-*-Lisp-*- (in-package goal) ;; definition of type dig-breakable-door (deftype dig-breakable-door (process-focusable) ((anim basic :offset-assert 204) (art-name basic :offset-assert 208) (collide-mesh int32 :offset-assert 212) ) :heap-base #x60 :method-count-assert 28 :size-assert #xd8 :flag-assert #x1c006000d8 (:methods (idle () _type_ :state 27) ) ) ;; definition for method 3 of type dig-breakable-door (defmethod inspect dig-breakable-door ((obj dig-breakable-door)) (when (not obj) (set! obj obj) (goto cfg-4) ) (let ((t9-0 (method-of-type process-focusable inspect))) (t9-0 obj) ) (format #t "~2Tanim: ~A~%" (-> obj anim)) (format #t "~2Tart-name: ~A~%" (-> obj art-name)) (format #t "~2Tcollide-mesh: ~D~%" (-> obj collide-mesh)) (label cfg-4) obj ) ;; failed to figure out what this is: (defskelgroup skel-dig-breakable-door dig-breakable-door dig-breakable-door-lod0-jg dig-breakable-door-idle-ja ((dig-breakable-door-lod0-mg (meters 999999))) :bounds (static-spherem 0 6 0 10.3) :origin-joint-index 3 ) ;; failed to figure out what this is: (defstate idle (dig-breakable-door) :virtual #t :code (behavior () (until #f (transform-post) (logior! (-> self mask) (process-mask sleep)) (suspend) ) #f (none) ) ) ;; definition for method 11 of type dig-breakable-door ;; WARN: Return type mismatch object vs none. (defmethod init-from-entity! dig-breakable-door ((obj dig-breakable-door) (arg0 entity-actor)) "Typically the method that does the initial setup on the process, potentially using the [[entity-actor]] provided as part of that. This commonly includes things such as: - stack size - collision information - loading the skeleton group / bones - sounds" (stack-size-set! (-> obj main-thread) 512) (set! (-> obj mask) (logior (process-mask collectable) (-> obj mask))) (let ((s4-0 (art-group-get-by-name *level* "skel-dig-breakable-door" (the-as (pointer uint32) #f)))) (let ((s3-0 (new 'process 'collide-shape obj (collide-list-enum usually-hit-by-player)))) (let ((v1-7 (new 'process 'collide-shape-prim-mesh s3-0 (the-as uint 0) (the-as uint 0)))) (set! (-> v1-7 prim-core collide-as) (collide-spec obstacle)) (set! (-> v1-7 prim-core collide-with) (collide-spec jak player-list)) (set! (-> v1-7 prim-core action) (collide-action solid)) (set! (-> v1-7 transform-index) 3) (set-vector! (-> v1-7 local-sphere) 0.0 24576.0 0.0 42188.8) (set! (-> s3-0 total-prims) (the-as uint 1)) (set! (-> s3-0 root-prim) v1-7) ) (set! (-> s3-0 nav-radius) (* 0.75 (-> s3-0 root-prim local-sphere w))) (let ((v1-10 (-> s3-0 root-prim))) (set! (-> s3-0 backup-collide-as) (-> v1-10 prim-core collide-as)) (set! (-> s3-0 backup-collide-with) (-> v1-10 prim-core collide-with)) ) (set! (-> obj root-override) s3-0) ) (process-drawable-from-entity! obj arg0) (initialize-skeleton obj (the-as skeleton-group s4-0) (the-as pair 0)) ) (go (method-of-object obj idle)) (none) )