#include #include "functions.h" #include "variables.h" #include extern Actor *actor_spawnWithYaw_f32(enum actor_e, f32[3], s32); extern void actor_postdrawMethod(ActorMarker *marker); Actor *chOverlayNoController_draw(ActorMarker *marker, Gfx **gfx, Mtx **mtx, Vtx **vtx); void chOverlayNoController_update(Actor *this); /* .data */ ActorAnimationInfo D_80368150[] ={ {0, 0.0f}, {0x286, 1.1f}, {0x287, 1.6f} }; f32 D_80368168[3] = {0.0f, 0.0f, 0.0f}; ActorInfo D_80368174 = { MARKER_178_NO_CONTROLLER_OVERLAY, ACTOR_1DF_NO_CONTROLLER_OVERLAY, ASSET_55D_MODEL_NO_CONTROLLER_OVERLAY, 0x0, D_80368150, chOverlayNoController_update, func_80326224, chOverlayNoController_draw, 0, 0, 0.0f, 0 }; /* .bss */ ActorMarker *chOverlayNoController_marker; /* .code */ Actor *chOverlayNoController_draw(ActorMarker *marker, Gfx **gdl, Mtx **mptr, Vtx **vptr){ Actor * actor; f32 sp58[3]; f32 sp4C[3]; f32 sp40[3]; f32 sp34[3]; actor = marker_getActor(marker); modelRender_preDraw((GenFunction_1)actor_predrawMethod, (s32)actor); modelRender_postDraw((GenFunction_1)actor_postdrawMethod, (s32)marker); viewport_backupState(); {sp58[0] = 0.0f; sp58[1] = 0.0f; sp58[2] = 1312.5f;}; {sp4C[0] = 0.0f; sp4C[1] = 0.0f; sp4C[2] = 0.0f;}; viewport_setPosition_vec3f(sp58); viewport_setRotation_vec3f(sp4C); viewport_update(); viewport_setRenderViewportAndPerspectiveMatrix(gdl, mptr); {sp40[0] = 0.0f; sp40[1] = 0.0f; sp40[2] = 0.0f;}; {sp34[0] = 0.0f; sp34[1] = 165.0f; sp34[2] = 0.0f;}; modelRender_draw(gdl, mptr, sp40, 0, 1.0f, sp34, marker_loadModelBin(marker)); viewport_restoreState(); viewport_setRenderViewportAndPerspectiveMatrix(gdl, mptr); return actor; } void chOverlayNoController_freeMethod(Actor *this){ chOverlayNoController_marker = NULL; } void chOverlayNoController_update(Actor *this) { if (!this->initialized) { this->initialized = TRUE; this->depth_mode = MODEL_RENDER_DEPTH_NONE; actor_collisionOff(this); subaddie_set_state_with_direction(this, 1, 0.0f, 1); actor_playAnimationOnce(this); marker_setFreeMethod(this->marker, chOverlayNoController_freeMethod); } if (animctrl_isStopped(this->animctrl) != 0) { subaddie_set_state_with_direction(this, 2, 0.0f, 1); actor_loopAnimation(this); } } void __chOverlayNoController_spawn(void){ if(chOverlayNoController_marker == NULL){ chOverlayNoController_marker = actor_spawnWithYaw_f32(ACTOR_1DF_NO_CONTROLLER_OVERLAY, D_80368168, 0)->marker; } } void chOverlayNoController_spawn(s32 arg0, s32 arg1){ if(chOverlayNoController_marker == NULL){ __spawnQueue_add_0(__chOverlayNoController_spawn); } } void chOverlayNoController_func_802DD040(s32 arg0, s32 arg1) { ActorMarker *temp_a0; temp_a0 = chOverlayNoController_marker; if (temp_a0 != 0) { func_80326310(marker_getActor(temp_a0)); } }