#include "ActorBehavior.h" #include #include "CustomItem/CustomItem.h" extern "C" { #include "variables.h" #include "overlays/actors/ovl_En_Ruppecrow/z_en_ruppecrow.h" } void Rando::ActorBehavior::InitEnRuppecrowBehavior() { COND_VB_SHOULD(VB_GUAY_DROP_RUPEE, IS_RANDO, { EnRuppecrow* refActor = va_arg(args, EnRuppecrow*); uint32_t rupeeIndex = refActor->rupeeIndex; RandoCheckId randoCheckId = (RandoCheckId)(RC_TERMINA_FIELD_GUAY_RUPEE_DROP_01 + rupeeIndex); if (RANDO_SAVE_CHECKS[randoCheckId].cycleObtained || !RANDO_SAVE_CHECKS[randoCheckId].shuffled) { return; } EnItem00* rupee = CustomItem::Spawn( refActor->actor.world.pos.x, refActor->actor.world.pos.y, refActor->actor.world.pos.z, 0, CustomItem::KILL_ON_TOUCH | CustomItem::TOSS_ON_SPAWN, randoCheckId, [](Actor* actor, PlayState* play) { RANDO_SAVE_CHECKS[CUSTOM_ITEM_PARAM].eligible = true; }, [](Actor* actor, PlayState* play) { auto& randoSaveCheck = RANDO_SAVE_CHECKS[CUSTOM_ITEM_PARAM]; Matrix_Scale(30.0f, 30.0f, 30.0f, MTXMODE_APPLY); Rando::DrawItem(Rando::ConvertItem(randoSaveCheck.randoItemId, (RandoCheckId)CUSTOM_ITEM_PARAM), actor); }); // Apply rupee drop heavy gravity rupee->actor.gravity = -5.0f; rupee->actor.velocity.y = 0.0f; Actor_PlaySfx(&refActor->actor, NA_SE_EV_RUPY_FALL); *should = false; }); }