1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
|
#pragma once
#include <libultraship.h>
#include "engine/registry/RegisterContent.h"
#include "engine/World.h"
#include "engine/objects/Object.h"
class OPenguin : public OObject {
public:
enum PenguinType : int16_t {
CHICK,
ADULT,
CREDITS,
EMPEROR
};
enum Behaviour : int16_t {
DISABLED,
STRUT, // Emperor penguin
CIRCLE, // Waddle in a circle
SLIDE3,
SLIDE4,
UNK, // unused
SLIDE6,
};
explicit OPenguin(const SpawnParams& params);
// This is simply a helper function to keep Spawning code clean
static OPenguin* Spawn(FVector pos, u16 direction, u16 mirrorModeAngleOffset, f32 diameter, PenguinType type, Behaviour behaviour) {
IRotator rot;
rot.Set(0, direction, mirrorModeAngleOffset);
SpawnParams params = {
.Name = "mk:penguin",
.Type = type,
.Behaviour = behaviour,
.Location = pos,
.Rotation = rot,
.Speed = diameter, // Diameter of the walking circle
};
return dynamic_cast<OPenguin*>(AddObjectToWorld<OPenguin>(params));
}
PenguinType Type = PenguinType::CHICK;
Behaviour SpawnBhv = Behaviour::STRUT;
virtual void Tick() override;
virtual void Draw(s32 cameraId) override;
virtual void Reset() override;
virtual void DrawEditorProperties() override;
private:
void Behaviours(s32 objectIndex);
void EmperorPenguin(s32 objectIndex);
void func_80085080(s32 objectIndex);
void func_8008502C(s32 objectIndex);
void func_80084D2C(s32 objectIndex, s32 arg1);
void InitEmperorPenguin(s32 objectIndex);
void OtherPenguin(s32 objectIndex);
void InitOtherPenguin(s32 objectIndex);
static bool _toggle;
};
|