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path: root/src/engine/courses/BlockFort.cpp
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Diffstat (limited to 'src/engine/courses/BlockFort.cpp')
-rw-r--r--src/engine/courses/BlockFort.cpp59
1 files changed, 17 insertions, 42 deletions
diff --git a/src/engine/courses/BlockFort.cpp b/src/engine/courses/BlockFort.cpp
index 136ffeef5..cf246220e 100644
--- a/src/engine/courses/BlockFort.cpp
+++ b/src/engine/courses/BlockFort.cpp
@@ -45,17 +45,24 @@ BlockFort::BlockFort() {
this->gfx = d_course_block_fort_packed_dls;
this->gfxSize = 699;
Props.textures = block_fort_textures;
- Props.MinimapTexture = gTextureCourseOutlineBlockFort;
- Props.MinimapDimensions = IVector2D(ResourceGetTexWidthByName(Props.MinimapTexture), ResourceGetTexHeightByName(Props.MinimapTexture));
+ Props.Minimap.Texture = gTextureCourseOutlineBlockFort;
+ Props.Minimap.Width = ResourceGetTexWidthByName(Props.Minimap.Texture);
+ Props.Minimap.Height = ResourceGetTexHeightByName(Props.Minimap.Texture);
+ Props.Minimap.Pos[0].X = 257;
+ Props.Minimap.Pos[0].Y = 170;
+ Props.Minimap.PlayerX = 32;
+ Props.Minimap.PlayerY = 32;
+ Props.Minimap.PlayerScaleFactor = 0.0335f;
+ Props.Minimap.FinishlineX = 0;
+ Props.Minimap.FinishlineY = 0;
+
+ Props.SetText(Props.Name, "block fort", sizeof(Props.Name));
+ Props.SetText(Props.DebugName, "block", sizeof(Props.DebugName));
+ Props.SetText(Props.CourseLength, "", sizeof(Props.CourseLength));
-
- Props.Name = "block fort";
- Props.DebugName = "block";
- Props.CourseLength = "";
Props.AIBehaviour = D_0D008F18;
Props.AIMaximumSeparation = -1.0f;
Props.AIMinimumSeparation = 0.1f;
- Props.SomePtr = D_800DCAF4;
Props.AISteeringSensitivity = 53;
Props.NearPersp = 2.0f;
@@ -95,8 +102,6 @@ BlockFort::BlockFort() {
Props.Clouds = NULL; // no clouds
Props.CloudList = NULL;
- Props.MinimapFinishlineX = 0;
- Props.MinimapFinishlineY = 0;
Props.Skybox.TopRight = {128, 184, 248};
Props.Skybox.BottomRight = {216, 232, 248};
@@ -114,17 +119,14 @@ void BlockFort::Load() {
generate_collision_mesh_with_default_section_id((Gfx*) segmented_gfx_to_virtual((void*)0x070015C0), 1);
func_80295C6C();
- D_8015F8E4 = gCourseMinY - 10.0f;
-}
-
-void BlockFort::LoadTextures() {
+ Props.WaterLevel = gCourseMinY - 10.0f;
}
void BlockFort::BeginPlay() {
spawn_all_item_boxes((ActorSpawnData*)LOAD_ASSET_RAW(d_course_block_fort_item_box_spawns));
if (gModeSelection == VERSUS) {
- Vec3f pos = {0, 0, 0};
+ FVector pos = { 0, 0, 0 };
gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][20], 20, 0, 1.0f));
gWorldInstance.AddObject(new OBombKart(pos, &D_80164550[0][40], 40, 0, 1.0f));
@@ -136,29 +138,8 @@ void BlockFort::BeginPlay() {
}
}
-// Likely sets minimap boundaries
-void BlockFort::MinimapSettings() {
- D_8018D2A0 = 0.0335f;
- D_8018D2E0 = 32;
- D_8018D2E8 = 32;
-}
-
-void BlockFort::InitCourseObjects() {}
-
-void BlockFort::SomeSounds() {}
-
-void BlockFort::WhatDoesThisDo(Player* player, int8_t playerId) {}
-
-void BlockFort::WhatDoesThisDoAI(Player* player, int8_t playerId) {}
-
-// Positions the finishline on the minimap
-void BlockFort::MinimapFinishlinePosition() {
- //! todo: Place hard-coded values here.
- draw_hud_2d_texture_8x8(this->Props.MinimapFinishlineX, this->Props.MinimapFinishlineY, (u8*) common_texture_minimap_finish_line);
-}
-
void BlockFort::Render(struct UnkStruct_800DC5EC* arg0) {
- func_802B5D64(D_800DC610, D_802B87D4, 0, 1);
+ set_track_light_direction(D_800DC610, D_802B87D4, 0, 1);
gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
@@ -166,12 +147,6 @@ void BlockFort::Render(struct UnkStruct_800DC5EC* arg0) {
gSPDisplayList(gDisplayListHead++, (segmented_gfx_to_virtual((void*)0x070015C0)));
}
-void BlockFort::RenderCredits() {}
-
-void BlockFort::Collision() {}
-
void BlockFort::Waypoints(Player* player, int8_t playerId) {
player->nearestWaypointId = 0;
}
-
-void BlockFort::Destroy() { }