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https://github.com/zeldaret/ss
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Merge pull request #106 from robojumper/d_a_obj_underground_switch
d_a_obj_underground_switch with a single regswap
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@@ -24,8 +24,12 @@ public:
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private:
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static const f32 sSomeFloat;
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static char sMdlName1[];
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static char sMdlName2[];
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inline const char *getMdlName1() {
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return "JunkRepairobject";
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}
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inline const char *getMdlName2() {
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return "JunkRepairobjectB";
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}
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bool loadMdl(m3d::smdl_c &mdl, const char *name);
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void realizeState();
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@@ -2,20 +2,41 @@
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#define D_A_OBJ_UNDERGROUND_SWITCH_H
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#include "d/a/obj/d_a_obj_base.h"
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#include "m/m3d/m_anmmatclr.h"
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#include "m/m3d/m_smdl.h"
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#include "nw4r/g3d/g3d_resfile.h"
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#include "nw4r/g3d/g3d_resmdl.h"
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#include "s/s_State.hpp"
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#include "s/s_StateMgr.hpp"
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class dAcOUgSwitch_c : public dAcObjBase_c {
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public:
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dAcOUgSwitch_c() : mStateMgr(*this, sStateID::null) {}
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virtual ~dAcOUgSwitch_c() {}
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virtual bool createHeap() override;
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virtual int create() override;
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virtual int doDelete() override;
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virtual int actorExecute() override;
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virtual int actorExecuteInEvent() override;
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virtual int draw() override;
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STATE_FUNC_DECLARE(dAcOUgSwitch_c, Off);
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STATE_FUNC_DECLARE(dAcOUgSwitch_c, Active);
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STATE_FUNC_DECLARE(dAcOUgSwitch_c, On);
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private:
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/* 0x??? */ STATE_MGR_DECLARE(dAcOUgSwitch_c);
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void setVariant(int variant);
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static const f32 sActivationRadius;
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static const u8 sEventTimer;
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/* 0x330 */ nw4r::g3d::ResFile mRes;
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/* 0x334 */ m3d::smdl_c mMdl;
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/* 0x350 */ STATE_MGR_DECLARE(dAcOUgSwitch_c);
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/* 0x38C */ m3d::anmMatClr_c mAnmClr;
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/* 0x3B8 */ int mVariant;
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/* 0x3BC */ u8 mActiveSceneFlag;
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/* 0x3BD */ u8 field_0x3BD;
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/* 0x3BE */ u8 mOnEventTimer;
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};
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#endif
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@@ -11,6 +11,7 @@ class dAcBase_c;
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class EventManager {
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public:
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static bool isInEvent(dAcBase_c *actor, const char *eventName);
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static bool finishEvent(dAcBase_c *actor, const char *eventName);
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static bool alsoSetAsCurrentEvent(dAcBase_c *actor, Event *event, void *unknown);
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static EventManager *sInstance;
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