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Tyler Wilding e975eab15a decompiler: Apply docstring indentation fix to all game versions (#3614)
Previously was only applying to game versions above Jak 2, Fixes #3342
2024-07-29 21:57:07 -04:00

86 lines
2.9 KiB
Common Lisp
Vendored
Generated

;;-*-Lisp-*-
(in-package goal)
;; definition of type dig-breakable-door
(deftype dig-breakable-door (process-focusable)
((anim basic)
(art-name basic)
(collide-mesh int32)
)
(:state-methods
idle
)
)
;; definition for method 3 of type dig-breakable-door
(defmethod inspect ((this dig-breakable-door))
(when (not this)
(set! this this)
(goto cfg-4)
)
(let ((t9-0 (method-of-type process-focusable inspect)))
(t9-0 this)
)
(format #t "~2Tanim: ~A~%" (-> this anim))
(format #t "~2Tart-name: ~A~%" (-> this art-name))
(format #t "~2Tcollide-mesh: ~D~%" (-> this collide-mesh))
(label cfg-4)
this
)
;; 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
)
)
;; definition for method 11 of type dig-breakable-door
;; WARN: Return type mismatch object vs none.
(defmethod init-from-entity! ((this 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! (-> this main-thread) 512)
(logior! (-> this mask) (process-mask collectable))
(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 this (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! (-> this root) s3-0)
)
(process-drawable-from-entity! this arg0)
(initialize-skeleton this (the-as skeleton-group s4-0) (the-as pair 0))
)
(go (method-of-object this idle))
(none)
)