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https://github.com/zeldaret/ss
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d_a_obj_puzzle_island OK
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@@ -1,3 +1,63 @@
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#include "d/a/obj/d_a_obj_puzzle_island.h"
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#include "common.h"
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#include "d/a/obj/d_a_obj_base.h"
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#include "d/col/bg/d_bg_s.h"
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#include "d/d_stage.h"
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#include "d/flag/storyflag_manager.h"
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#include "f/f_base.h"
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#include "nw4r/g3d/res/g3d_resfile.h"
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#include "nw4r/g3d/res/g3d_resmdl.h"
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SPECIAL_ACTOR_PROFILE(OBJ_PUZZLE_ISLAND, dAcOpuzzleIsland_c, fProfile::OBJ_PUZZLE_ISLAND, 0x1D6, 0, 3);
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void dAcOpuzzleIsland_c::rideCallback(dBgW *unknown, dAcObjBase_c *actor, dAcObjBase_c *interactor) {
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if (interactor->isActorPlayer() && actor != nullptr && StoryflagManager::sInstance->getCounterOrFlag(0x11d) == 0) {
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StoryflagManager::sInstance->setFlag(0x11d);
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}
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return;
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}
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bool dAcOpuzzleIsland_c::createHeap() {
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void *data = getOarcResFile("IslPuz");
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mResFile = nw4r::g3d::ResFile(data);
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dStage_c::bindStageResToFile(&mResFile);
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dStage_c::bindSkyCmnToResFile(&mResFile);
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nw4r::g3d::ResMdl mdl = mResFile.GetResMdl("IslPuz");
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TRY_CREATE(mMdl.create(mdl, &heap_allocator, 0x120, 1, nullptr));
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void *dzb = dAcObjBase_c::getOarcFile("IslPuz", "dzb/IslPuz.dzb");
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void *plc = dAcObjBase_c::getOarcFile("IslPuz", "dat/IslPuz.plc");
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updateMatrix();
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mMdl.setScale(mScale);
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mMdl.setLocalMtx(mWorldMtx);
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TRY_CREATE(!mBgW.Set((cBgD_t *)dzb, (PLC *)plc, 1, &mWorldMtx, &mScale));
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mBgW.Lock();
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return true;
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}
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int dAcOpuzzleIsland_c::create() {
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CREATE_ALLOCATOR(dAcOpuzzleIsland_c);
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mBgW.SetCrrFunc(dBgS_MoveBGProc_Typical);
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dBgS::GetInstance()->Regist(&mBgW, this);
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mMdl.setPriorityDraw(0x1c, 9);
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mVec3_c min, max;
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mMdl.getBounds(&min, &max);
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boundingBox.Set(min, max);
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mCullingDistance = 500000.0;
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mBgW.SetRideCallback(rideCallback);
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return SUCCEEDED;
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}
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int dAcOpuzzleIsland_c::doDelete() {
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return SUCCEEDED;
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}
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int dAcOpuzzleIsland_c::actorExecute() {
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mBgW.Move();
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return SUCCEEDED;
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}
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int dAcOpuzzleIsland_c::draw() {
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drawModelType1(&mMdl);
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return SUCCEEDED;
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}
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