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https://github.com/zeldaret/ss
synced 2026-05-27 16:13:08 -04:00
Merge pull request #276 from elijah-thomas774/d_a_obj_door
d_a_obj_door
This commit is contained in:
@@ -125,6 +125,9 @@ public:
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public:
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dAcBase_c();
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void setSubtype(u8 sub) {
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mSubtype = sub;
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}
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void setPosition(const mVec3_c &r) {
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mPosition = r;
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}
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@@ -181,6 +181,11 @@ public:
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const char *name, u32 roomId, u32 params1, const mVec3_c *pos, const mAng3_c *rot, const mVec3_c *scale,
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u32 params2, u16 id, s8 viewclipId
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);
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static dAcObjBase_c *create(
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dAcObjBase_c *, fProfile::PROFILE_NAME_e actorId, u32 params1, const mVec3_c *pos, const mAng3_c *rot,
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const mVec3_c *scale, u32 params2, u32 roomId
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);
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static dAcObjBase_c *findObject(fProfile::PROFILE_NAME_e actorId, fLiNdBa_c *refList, dAcObjBase_c *parent);
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static dAcObjBase_c *getNextObject(fLiMgBa_c *ref, dAcObjBase_c *parent);
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bool isPlayer();
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@@ -1,16 +1,319 @@
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#ifndef D_A_OBJ_DOOR_H
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#define D_A_OBJ_DOOR_H
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#include "common.h"
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#include "d/a/d_a_base.h"
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#include "d/a/obj/d_a_obj_base.h"
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#include "d/a/obj/d_a_obj_door_base.h"
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#include "m/m3d/m_anmmdl.h"
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#include "m/m3d/m_smdl.h"
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#include "m/m_mtx.h"
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#include "m/m_vec.h"
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#include "toBeSorted/actor_event.h"
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#include "toBeSorted/d_emitter.h"
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#include "toBeSorted/d_flow_mgr.h"
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struct dTimeBits {
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dTimeBits() : field_0x00(false), field_0x01(false) {}
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bool field_0x00;
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bool field_0x01;
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};
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class dAcOLock_c;
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class dAcOdoor_c : public dAcObjDoor_c {
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public:
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dAcOdoor_c() {}
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enum Subtype_e {
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DOOR_NORMAL, ///< DoorA00 - Normal Wooden Door
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DOOR_METAL, ///< DoorA01 - Metal Door - Academy(bathrooms)
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DOOR_DOUBLE, ///< DoorC00 - Normal Double Doors
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DOOR_DOUBLE_OUTSIDE, ///< DoorC01 - Outdoor Double Doors - Academy(to outside)
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DOOR_TEMPLE_SIDE, ///< DoorB00 - Sealed Temple Side Doors
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DOOR_SANDSEA_TIMESHIFT, ///< DoorE - Sandsea Timeshift Door
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DOOR_BATREAUX, ///< DoorA02 - Batreaux's Door
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DOOR_TEMPLE_MAIN, ///< DoorF - Sealed Temple Main Door
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DOOR_SPARRING_HALL, ///< DoorH - Sparring Hall Outer Doors
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};
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enum LockType_e {
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LOCK_NONE = 0, ///< Door does not have a lock
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LOCK_KEY = 1, ///< Door usually is locked
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};
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enum LockBehavior_e {
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LOCK_NEVER = 0, ///< Door is always unlocked
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LOCK_NOT_SET = 1, ///< Door is locked when mSceneflag is unset
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LOCK_NEVER1 = 2, ///< Door is always unlocked (Kukiel's House)
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LOCK_TIMESHIFT = 3, ///< Door is locked when mSceneflag is unset (Timeshift)
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LOCK_SET = 4, ///< Door is locked when mSceneflag is set
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LOCK_DAY = 5, ///< Door is locked during the day
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LOCK_NIGHT = 6, ///< Door is locked during the night
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LOCK_MAX,
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};
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public:
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dAcOdoor_c()
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: mEventRelated(*this, nullptr),
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mEmmiterL(this),
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mEmmiterR(this),
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mFlags(0),
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mExitTimer(0),
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mbInSandshipBoss(false),
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field_0x5BA(false) {}
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virtual ~dAcOdoor_c() {}
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virtual int doDelete() override;
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virtual int draw() override;
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virtual bool createHeap() override;
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virtual int actorCreate() override;
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virtual int actorPostCreate() override;
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virtual int actorExecute() override;
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virtual int actorExecuteInEvent() override;
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virtual void registerInEvent() override;
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virtual void unkVirtFunc_0x6C() override;
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virtual void doInteraction(s32 /* InteractionType */) override;
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virtual bool canOpen() override;
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/** Gets whether the player can open the door */
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bool isLocked();
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/** fn_572_33E0 - I Think this gets the Door open range*/
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static f32 fn_572_33E0();
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/** Self Explanatory */
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void startPullEventWithoutCallback(void *zevData);
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/** Self Explanatory */
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void startPullEventWithCallback(void *zevData);
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/** Self Explanatory */
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void startPushEventWithoutCallback(void *zevData);
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/** Self Explanatory */
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void startPushEventWithCallback(void *zevData);
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/** Self Explanatory */
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void startPullEvent(void *zevData);
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/** Self Explanatory */
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void startPushEvent(void *zevData);
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/** Self Explanatory */
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void startOpenEvent(void *zevData);
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/** Self Explanatory */
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static void doorPullEventCallback(void *);
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/** Self Explanatory */
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static void doorPushEventCallback(void *);
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/** Self Explanatory */
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void startDoorPullLockedEvent(void *zevData);
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/** Self Explanatory */
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void startDoorPushLockedEvent(void *zevData);
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/** Self Explanatory */
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void startLockedEvent(void *zevData);
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/** Self Explanatory */
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static void pullLockedEventCallback(void *);
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/** Self Explanatory */
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static void pushLockedEventCallback(void *);
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/** Self Explanatory */
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void startUnlockEvent();
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/** Self Explanatory */
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static void unlockEventCallback(void *);
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/** Self Explanatory */
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static void openCallbackCommon(void *);
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/** Returns if the door is physically locked with the dAcOLock_c Actor */
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s32 getLockParameter();
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/** Gets the behavior of being locked when not locked with the dAcOLock_c Actor */
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s32 getLockBehavior();
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/** Get Scenflag used for locking status */
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u8 getSceneflag();
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/** Gets whether the door has callbacks enabled */
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u8 getDoorCallbackType();
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/** getFrontRoomParam */
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u8 getFrontRoomParam(); // (mRotation.z >> 4) & 0x3F
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/** getBackRoomParam */
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u8 getBackRoomParam(); // (mRotation.z >> 10) & 0x3F
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/** Gets the Flag set when failed to open - Called from Try Locked Callback */
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u16 getFailedToOpenFlag();
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/** Interaction Radius -X */
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static f32 getInteractionMinX();
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/** Interaction Radius +X */
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static f32 getInteractionMaxX();
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/** Interaction Radius -Z */
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static f32 getInteractionMinZ();
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/** Interaction Radius +Z */
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static f32 getInteractionMaxZ();
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/** Interaction Radius -X - Door has Lock */
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static f32 getInteractionLockMinX();
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/** Interaction Radius +X - Door has Lock */
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static f32 getInteractionLockMaxX();
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/** Interaction Radius -Z - Door has Lock */
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static f32 getInteractionLockMinZ();
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/** Interaction Radius +Z - Door has Lock */
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static f32 getInteractionLockMaxZ();
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/** Sets the RoomID */
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void setRoomId(s8 roomId);
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/** Set Flag - Usually Time Door related */
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void setFlag(u32 flags);
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/** Sets the behavior on Event creation */
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void setEventCallbackType(u8);
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/** setFrontRoom */
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void setFrontRoom(s8); // mFrontRoomId = in
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/** setBackRoom */
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void setBackRoom(s8); // mBackRoomId = in
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/** Sets status indicating it can be a double door */
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void setDoubleDoor();
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/** Sets status indicating it cant be a double door */
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void setNotDoubleDoor();
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/** Sets status indicating its a single door / Main door */
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void setSingleDoor();
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/** Sets status indicating its not a single door / not Main door */
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void setNotSingleDoor();
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/** setInSandshipBoss */
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void setInSandshipBoss(); // mbInSandshipBoss = true
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/** isTimeDoorEventActive */
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bool isTimeDoorEventActive() const;
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/** setTimeDoorEventActive */
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void setTimeDoorEventActive();
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/** setTimeDoorEventInactive */
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void setTimeDoorEventInactive();
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/** Sets status indicating it is effected by Timeshift */
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void setTimeEffected();
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/** Sets status indicating it is not effected by Timeshift */
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void setTimeStatic();
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/** Checks to see if the Front room exists(return) and has flags set(b) */
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bool checkFrontRoom(bool &b) const;
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/** Checks to see if the Back room exists(return) and has flags set(b) */
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bool checkBackRoom(bool &b) const;
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/** Checks to see if the Front and Back room exists(return) and has flags set(b) */
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bool checkRooms(bool &b) const;
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/** Transitions the game to the next room */
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void triggerExit();
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/** TODO(Zeldex) Whats special about this? */
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bool isLeavingSealedTempleSideDoorPostSkyKeep() const;
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/** */
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void transitionPushRoomFlags() const;
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/** */
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void transitionPullRoomFlags() const;
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/** Checks a point to determine which side of the door it is on */
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bool isPositionInFrontOfDoor(const mVec3_c &point) const;
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/** Checks the players postion to see if it is front of the door. This means it will be pulled open */
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bool checkPullDoor() const;
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/** Checks to see if the door has a flow entry point */
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bool hasFlowEntryPoint();
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/** Checks to see if the Door is effected by Timeshift */
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bool isTimeEffected() const;
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/** Sets the Position of the Doorknob based on the Animation */
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void setDoorKnobPosition();
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/** Checks to see if the Player is within an interactable range */
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bool isPlayerInteractable() const;
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/** Checks to see if the Player is within an interactable range when door is locked */
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bool isPlayerInteractableLocked() const;
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/** Plays the talk event for when the door is locked */
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void playInteractionLocked();
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public:
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s32 getType() const {
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return mParams & 0x3F;
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}
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s32 getField_0x5B4() const {
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return mFrontRoomId;
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}
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s32 getField_0x5B5() const {
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return mBackRoomId;
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}
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public: // Functions in this section defined in main dol
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bool isConnectedToOtherDoor() const;
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dAcRef_c<dAcOdoor_c> &getConnectedDoorRef(); // return mConnectedDoor;
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/** fn_80194C70 : Rotates the input by this->mRotation.y and adds this->mPosition */
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void stepTowards(mVec3_c &newPosition) const;
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private:
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/* 0x33C */ m3d::smdl_c mMdl0;
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/* 0x358 */ m3d::smdl_c mMdl1;
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/* 0x374 */ m3d::mdlAnmChr mAnmChr;
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/* 0x3DC */ ActorEventRelated mEventRelated;
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/* 0x42C */ dFlowMgr_c mFlowMgr;
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/* 0x4E8 */ dEmitter_c mEmmiterL;
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/* 0x51C */ dEmitter_c mEmmiterR;
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/* 0x550 */ dTimeBits mTimeBits;
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/* 0x554 */ dAcRef_c<dAcOdoor_c> mConnectedDoor; ///< When the door is a double door, this is its pair
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/* 0x560 */ dAcRef_c<dAcOLock_c> mLock;
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/* 0x56C */ dAcRef_c<dAcObjBase_c> mObjRef; ///< TODO(Zeldex) This is probably the Sandship stage for boss
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/* 0x578 */ mMtx_c mMtx; ///< Currently unknown. I am assuming this is used to move the door on the Sandship stage
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///< while the boat is rocking
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/* 0x5A8 */ u32 mFlags; ///< 0x2 - Time Effected
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/* 0x5AC */ u32 mRumbleIdx; ///< Rumble used for when opening the main sealed temple door
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/* 0x5B0 */ u8 mExitTimer; ///< Timer used to advance the Begin Pull/Push events
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/* 0x5B1 */ u8 mLockBehavior; ///< see LockBehavior_e
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/* 0x5B2 */ u8 mSceneflag; ///< Used for unlocking/locking the door.
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/* 0x5B3 */ u8 mEventCallbackType; ///< 0 for events without callbacks, 1 for events with a callback
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/* 0x5B4 */ s8 mFrontRoomId; ///< Room id of the front side of the door
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/* 0x5B5 */ s8 mBackRoomId; ///< Room id of the back side of the door
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/* 0x5B6 */ s8 mFramesInEvent; ///< The count of frames in one particular event
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/* 0x5B7 */ bool mbDoubleDoor; ///< Set if the type was matched to be a double door variant
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/* 0x5B8 */ bool mbSingleDoor; ///< UNUSHED - Set if the type was matched to be a single door
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/* 0x5B9 */ bool mbInSandshipBoss; ///< Indicates if in the Tentalus fight
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/* 0x5BA */ bool field_0x5BA; ///< ???
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/* 0x5BB */ bool mbKobunDoor; ///< Used to indicate its Cawlin and Strich's door
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};
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#endif
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@@ -1,11 +1,28 @@
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#ifndef D_A_OBJ_DOOR_BASE_H
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#define D_A_OBJ_DOOR_BASE_H
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#include "d/a/d_a_base.h"
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#include "d/a/obj/d_a_obj_base.h"
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#include "f/f_list_mg.h"
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// Ghidra: ActorDoorBase
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// size:
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// non-official name
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class dAcObjDoor_c : public dAcObjBase_c {};
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class dAcObjDoor_c : public dAcObjBase_c {
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public:
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dAcObjDoor_c();
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~dAcObjDoor_c();
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virtual bool canOpen() = 0;
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virtual bool hasVisitedRoom();
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virtual void vt_0x88();
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virtual void vt_0x8C();
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protected:
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dAcRef_c<dAcObjDoor_c> mDoorRef;
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private:
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static fLiMgBa_c sDoorList;
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};
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#endif
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@@ -10,6 +10,8 @@ public:
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dAcOdoorBoss_c() : mStateMgr(*this, sStateID::null) {}
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virtual ~dAcOdoorBoss_c() {}
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virtual bool canOpen() override;
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STATE_FUNC_DECLARE(dAcOdoorBoss_c, UnlockWait);
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STATE_FUNC_DECLARE(dAcOdoorBoss_c, CorrectKey);
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STATE_FUNC_DECLARE(dAcOdoorBoss_c, KeyInsertInitialInterval);
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@@ -10,6 +10,15 @@ public:
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dAcOFence_c();
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virtual ~dAcOFence_c();
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bool fn_550_11B0() const;
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void fn_550_1250();
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void fn_550_12B0();
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void fn_550_12C0();
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void changeToRequestConfineEvent() {
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mStateMgr.changeState(StateID_RequestConfineEvent);
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}
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STATE_FUNC_DECLARE(dAcOFence_c, WaitOpen);
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STATE_FUNC_DECLARE(dAcOFence_c, Open);
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STATE_FUNC_DECLARE(dAcOFence_c, OpenPocoAPoco);
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@@ -21,7 +30,8 @@ public:
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STATE_FUNC_DECLARE(dAcOFence_c, RequestConfineEvent);
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private:
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/* 0x??? */ STATE_MGR_DECLARE(dAcOFence_c);
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/* 0x330 */ u8 _0x330[0x368 - 0x330];
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/* 0x368 */ STATE_MGR_DECLARE(dAcOFence_c);
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};
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#endif
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@@ -12,8 +12,18 @@ public:
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STATE_FUNC_DECLARE(dAcOLock_c, Wait);
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bool checkField_0x2091() const {
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return field_0x2091;
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}
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void setField_0x2090() {
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field_0x2090 = true;
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}
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private:
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/* 0x??? */ STATE_MGR_DECLARE(dAcOLock_c);
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/* 0x???? */ STATE_MGR_DECLARE(dAcOLock_c);
|
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/* 0x???? */ u8 _0x36C[0x2090 - 0x36C];
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/* 0x2090 */ bool field_0x2090;
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/* 0x2091 */ bool field_0x2091;
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};
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#endif
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@@ -10,6 +10,8 @@ public:
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dAcOShutter_c() : mStateMgr(*this, sStateID::null) {}
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virtual ~dAcOShutter_c() {}
|
||||
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||||
virtual bool canOpen() override;
|
||||
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STATE_FUNC_DECLARE(dAcOShutter_c, Wait);
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||||
STATE_FUNC_DECLARE(dAcOShutter_c, Open);
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STATE_FUNC_DECLARE(dAcOShutter_c, Close);
|
||||
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@@ -10,6 +10,8 @@ public:
|
||||
dAcOShutterChangeScene_c() : mStateMgr(*this, sStateID::null) {}
|
||||
virtual ~dAcOShutterChangeScene_c() {}
|
||||
|
||||
virtual bool canOpen() override;
|
||||
|
||||
STATE_FUNC_DECLARE(dAcOShutterChangeScene_c, WaitOpenShutter);
|
||||
STATE_FUNC_DECLARE(dAcOShutterChangeScene_c, WaitOpenShutterForEvent);
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||||
STATE_FUNC_DECLARE(dAcOShutterChangeScene_c, OpenShutter);
|
||||
|
||||
@@ -10,6 +10,8 @@ public:
|
||||
dAcOTrlyShtrChgScn_c() : mStateMgr(*this, sStateID::null) {}
|
||||
virtual ~dAcOTrlyShtrChgScn_c() {}
|
||||
|
||||
virtual bool canOpen() override;
|
||||
|
||||
STATE_FUNC_DECLARE(dAcOTrlyShtrChgScn_c, Wait);
|
||||
STATE_FUNC_DECLARE(dAcOTrlyShtrChgScn_c, OpenEvent);
|
||||
|
||||
|
||||
@@ -10,6 +10,8 @@ public:
|
||||
dAcOTrolleyShutter_c() : mStateMgr(*this, sStateID::null) {}
|
||||
virtual ~dAcOTrolleyShutter_c() {}
|
||||
|
||||
virtual bool canOpen() override;
|
||||
|
||||
STATE_FUNC_DECLARE(dAcOTrolleyShutter_c, Wait);
|
||||
STATE_FUNC_DECLARE(dAcOTrolleyShutter_c, OpenEvent);
|
||||
|
||||
|
||||
@@ -27,6 +27,9 @@ public:
|
||||
static dBgS_ObjGndChk &GetInstance() {
|
||||
return sInstance;
|
||||
}
|
||||
static dBgS_ObjGndChk *GetPInstance() {
|
||||
return &sInstance;
|
||||
}
|
||||
static f32 GetGroundHeight() {
|
||||
return sGroundHeight;
|
||||
}
|
||||
|
||||
@@ -630,7 +630,7 @@ public:
|
||||
bool isAttackingSpinHorizontal() const;
|
||||
bool isAttackingSpinVertical() const;
|
||||
void setBonkRelatedAnimFlag(bool b);
|
||||
void setPosYRot(const mVec3_c &pos, mAng rot, bool force, UNKWORD, UNKWORD);
|
||||
void setPosYRot(const mVec3_c &pos, mAng rot, bool force = false, UNKWORD = 0, UNKWORD = 0);
|
||||
void setTransform(const mMtx_c &mtx, bool force, UNKWORD, UNKWORD);
|
||||
bool someTargetedActorCheck() const;
|
||||
static mAng fn_8005BA90();
|
||||
@@ -646,7 +646,6 @@ public:
|
||||
static const char *getSwordName(s32);
|
||||
static s32 getCurrentlyEquippedShieldType();
|
||||
|
||||
|
||||
static const mColor &getEarringsColor();
|
||||
|
||||
static mVec3_c sPos1;
|
||||
|
||||
@@ -111,6 +111,9 @@ public:
|
||||
bool checkFlag(u32 flag) {
|
||||
return mFlags & flag;
|
||||
}
|
||||
void setFlag(u8 flag) {
|
||||
mFlags |= flag;
|
||||
}
|
||||
|
||||
void drawOnMapIfVisible(mMtx_c *mtx, int param);
|
||||
void getBounds(mVec3_c *min, mVec3_c *max) const;
|
||||
|
||||
@@ -116,8 +116,10 @@ public:
|
||||
int draw() override;
|
||||
void deleteReady() override;
|
||||
|
||||
void fn_801B3C60(int roomId);
|
||||
void drawMap(mMtx_c *mtx, int);
|
||||
dRoom_c *getRoom(s32 idx);
|
||||
void updateRoomFlags(int, int);
|
||||
void setRoom(int roomid, dRoom_c *room);
|
||||
void handleRoomChange(int roomid);
|
||||
|
||||
|
||||
@@ -106,7 +106,6 @@ public:
|
||||
static dStageMgr_c *GetInstance() {
|
||||
return sInstance;
|
||||
}
|
||||
|
||||
EGG::CpuTexture *getField_0x8898() {
|
||||
return field_0x8898;
|
||||
}
|
||||
@@ -225,7 +224,7 @@ private:
|
||||
// ...
|
||||
u8 ___[438];
|
||||
/* 0x8898 */ EGG::CpuTexture *field_0x8898;
|
||||
|
||||
|
||||
u8 _0x889C[4];
|
||||
|
||||
/* 0x88A0 */ u32 field_0x88A0;
|
||||
|
||||
@@ -18,6 +18,7 @@ public:
|
||||
bool isAdvance();
|
||||
int getSomeEventRelatedNumber();
|
||||
|
||||
int getSingleShortData(int *result, u32 code, u32);
|
||||
int getSingleIntData(int *result, u32 code, u32);
|
||||
int getSingleFloatData(f32 *result, u32 code, u32);
|
||||
int getSingleVecData(mVec3_c *result, u32 code, u32);
|
||||
|
||||
@@ -11,6 +11,7 @@ class dAcObjBase_c;
|
||||
|
||||
class EventManager {
|
||||
public:
|
||||
static bool setEvent(dAcBase_c *actor, Event *, dAcBase_c *);
|
||||
static bool isInEvent(dAcBase_c *actor, const char *eventName);
|
||||
static bool finishEvent(dAcBase_c *actor, const char *eventName);
|
||||
static void changeOwnEvent(dAcBase_c *actor1, dAcBase_c *actor2, Event *event, UNKWORD);
|
||||
|
||||
Reference in New Issue
Block a user