mirror of
https://github.com/open-goal/jak-project
synced 2026-06-07 20:11:39 -04:00
e975eab15a
Previously was only applying to game versions above Jak 2, Fixes #3342
86 lines
2.9 KiB
Common Lisp
Vendored
Generated
86 lines
2.9 KiB
Common Lisp
Vendored
Generated
;;-*-Lisp-*-
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(in-package goal)
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;; definition of type dig-breakable-door
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(deftype dig-breakable-door (process-focusable)
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((anim basic)
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(art-name basic)
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(collide-mesh int32)
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)
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(:state-methods
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idle
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)
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)
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;; definition for method 3 of type dig-breakable-door
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(defmethod inspect ((this dig-breakable-door))
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(when (not this)
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(set! this this)
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(goto cfg-4)
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)
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(let ((t9-0 (method-of-type process-focusable inspect)))
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(t9-0 this)
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)
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(format #t "~2Tanim: ~A~%" (-> this anim))
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(format #t "~2Tart-name: ~A~%" (-> this art-name))
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(format #t "~2Tcollide-mesh: ~D~%" (-> this collide-mesh))
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(label cfg-4)
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this
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)
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;; failed to figure out what this is:
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(defskelgroup skel-dig-breakable-door dig-breakable-door dig-breakable-door-lod0-jg dig-breakable-door-idle-ja
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((dig-breakable-door-lod0-mg (meters 999999)))
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:bounds (static-spherem 0 6 0 10.3)
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:origin-joint-index 3
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)
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;; failed to figure out what this is:
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(defstate idle (dig-breakable-door)
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:virtual #t
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:code (behavior ()
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(until #f
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(transform-post)
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(logior! (-> self mask) (process-mask sleep))
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(suspend)
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)
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#f
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)
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)
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;; definition for method 11 of type dig-breakable-door
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;; WARN: Return type mismatch object vs none.
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(defmethod init-from-entity! ((this dig-breakable-door) (arg0 entity-actor))
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"Typically the method that does the initial setup on the process, potentially using the [[entity-actor]] provided as part of that.
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This commonly includes things such as:
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- stack size
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- collision information
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- loading the skeleton group / bones
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- sounds"
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(stack-size-set! (-> this main-thread) 512)
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(logior! (-> this mask) (process-mask collectable))
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(let ((s4-0 (art-group-get-by-name *level* "skel-dig-breakable-door" (the-as (pointer uint32) #f))))
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(let ((s3-0 (new 'process 'collide-shape this (collide-list-enum usually-hit-by-player))))
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(let ((v1-7 (new 'process 'collide-shape-prim-mesh s3-0 (the-as uint 0) (the-as uint 0))))
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(set! (-> v1-7 prim-core collide-as) (collide-spec obstacle))
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(set! (-> v1-7 prim-core collide-with) (collide-spec jak player-list))
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(set! (-> v1-7 prim-core action) (collide-action solid))
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(set! (-> v1-7 transform-index) 3)
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(set-vector! (-> v1-7 local-sphere) 0.0 24576.0 0.0 42188.8)
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(set! (-> s3-0 total-prims) (the-as uint 1))
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(set! (-> s3-0 root-prim) v1-7)
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)
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(set! (-> s3-0 nav-radius) (* 0.75 (-> s3-0 root-prim local-sphere w)))
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(let ((v1-10 (-> s3-0 root-prim)))
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(set! (-> s3-0 backup-collide-as) (-> v1-10 prim-core collide-as))
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(set! (-> s3-0 backup-collide-with) (-> v1-10 prim-core collide-with))
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)
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(set! (-> this root) s3-0)
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)
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(process-drawable-from-entity! this arg0)
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(initialize-skeleton this (the-as skeleton-group s4-0) (the-as pair 0))
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)
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(go (method-of-object this idle))
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(none)
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)
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