#include #include "Banana.h" #include "engine/Actor.h" extern "C" { #include "macros.h" #include "actor_types.h" void update_actor_banana(struct BananaActor*); void render_actor_banana(Camera*, float[4][4], struct BananaActor*); } ABanana::ABanana(const SpawnParams& params) : AActor(params) { Name = "Banana"; ResourceName = "mk:banana"; FVector pos = params.Location.value_or(FVector(0, 0, 0)); Pos[0] = pos.x; Pos[1] = pos.y; Pos[2] = pos.z; FVector vel = params.Velocity.value_or(FVector(0, 0, 0)); Velocity[0] = vel.x; Velocity[1] = vel.y; Velocity[2] = vel.z; Type = 6; // ACTOR_BANANA Flags = -0x8000; Unk_04 = 20; State = HELD_BANANA; PlayerId = 0; // Don't remember why this is here //this->a.unk_08 = 0.0f; Flags |= 0x4000 | 0x1000; BoundingBoxSize = 2.0f; Unk30.meshIndexYX = 5000; Unk30.meshIndexZX = 5000; Unk30.meshIndexZY = 5000; Unk30.unk30 = 0; Unk30.unk32 = 0; Unk30.unk34 = 0; Unk30.surfaceDistance[0] = 0; Unk30.surfaceDistance[1] = 0; Unk30.surfaceDistance[2] = 0; Unk30.unk48[0] = 0; Unk30.unk48[1] = 0; Unk30.unk48[2] = 1.0f; Unk30.unk54[0] = 1.0f; Unk30.unk54[1] = 0.0f; Unk30.unk54[2] = 0.0f; Unk30.orientationVector[0] = 0.0f; Unk30.orientationVector[1] = 1.0f; Unk30.orientationVector[2] = 0.0f; } void ABanana::Tick() { update_actor_banana((BananaActor*)this); } void ABanana::Draw(Camera *camera) { render_actor_banana(camera, NULL, (BananaActor*)this); } void ABanana::Collision(Player* player, AActor*) { } void ABanana::Destroy() { } //void ABanana::Held() {}