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https://github.com/zeldaret/ss
synced 2026-07-04 04:40:39 -04:00
More cursor stuff WIP
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+24
-2
@@ -143,7 +143,7 @@ int dCsGame_c::create() {
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mCursor.setResAcc(&mMain2DResAcc);
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mCursor.init();
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setSomething(0);
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setNextCursorType(lytItemCursor_c::NONE);
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mCursorType = 0;
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mCursor.setField0x9A0(0);
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@@ -255,7 +255,8 @@ bool dCsGame_c::lytItemCursor_c::doInit() {
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mVacuum.init();
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mAnmGroups.tmp.mAnmGroups[MAIN_ANIM_VACUUM_LOCK].setAnimEnable(false);
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mEffectRelated.doSomething(&mEffects);
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mEffects.setEmitterCallback(&mTrailCb);
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mLyt.setPriority(0x88);
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mLyt.calc();
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@@ -551,6 +552,27 @@ void dCsGame_c::lytItemCursor_c::lytCrawShotCsr_c::initializeState_ToNormal() {}
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void dCsGame_c::lytItemCursor_c::lytCrawShotCsr_c::executeState_ToNormal() {}
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void dCsGame_c::lytItemCursor_c::lytCrawShotCsr_c::finalizeState_ToNormal() {}
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void dCsGame_c::lytItemCursor_c::lytCrawShotCsr_c::enter() {
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mAnm[MAIN_ANIM_CURSOR].setFrame(4.0f);
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mAnm[MAIN_ANIM_HOOK_FIX].setAnimEnable(true);
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mAnm[MAIN_ANIM_HOOK_FIX].setFrame(0.0f);
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mAnm[MAIN_ANIM_LOCK_LOOP].setAnimEnable(false);
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mpLyt->getLayout()->Animate(0);
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mpLyt->calc();
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mAnm[MAIN_ANIM_HOOK_FIX].setAnimEnable(false);
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mStateMgr.changeState(StateID_Normal);
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}
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void dCsGame_c::lytItemCursor_c::lytCrawShotCsr_c::init() {
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enter();
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mStateMgr.changeState(StateID_Normal);
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}
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void dCsGame_c::lytItemCursor_c::lytCrawShotCsr_c::execute() {
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mStateMgr.executeState();
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}
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void dCsGame_c::lytItemCursor_c::lytVacuumCsr_c::initializeState_Normal() {
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mAnm[MAIN_ANIM_LOOP].setAnimEnable(true);
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}
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