#include "m_lib.h" #include "c_keyframe.h" #include "src/overlays/actors/ovl_My_Room/ac_my_room.h" #include "segment_symbols.h" #include "objects/furniture/int_sum_clchest03/int_sum_clchest03.h" void aSumClChest03_ct(FurnitureActor* this, u8* data UNUSED); void aSumClChest03_mv(FurnitureActor* this, Actor* myroomactor, Game_Play* game_play, u8* data UNUSED); void aSumClChest03_dw(FurnitureActor* this, Actor* myRoomActor UNUSED, Game_Play* game_play, u8* data UNUSED); void aSumClChest03_dt(FurnitureActor* this UNUSED, u8* data UNUSED); FurnitureActorFunctions aSumClChest03_func = { /* */ aSumClChest03_ct, /* */ aSumClChest03_mv, /* */ aSumClChest03_dw, /* */ aSumClChest03_dt, /* */ NULL, }; FurnitureActorProfile iam_sum_clchest03 = { /* */ SEGMENT_ROM_START(int_sum_clchest03), /* */ SEGMENT_ROM_END(int_sum_clchest03), /* */ SEGMENT_VRAM_START(int_sum_clchest03), /* */ SEGMENT_VRAM_END(int_sum_clchest03), /* */ NULL, /* */ NULL, /* */ NULL, /* */ NULL, /* */ NULL, /* */ NULL, /* */ NULL, /* */ NULL, /* */ 18.0f, /* */ 0.01f, /* */ 4, /* */ 0, /* */ 0, /* */ 0, /* */ 0, /* */ 4, /* */ &aSumClChest03_func, }; void aSumClChest03_ct(FurnitureActor* this, u8* data UNUSED) { UNUSED s32 pad[2]; SkeletonInfoR* skeletonInfo = &this->skeletonInfo; cKF_SkeletonInfo_R_ct(skeletonInfo, Lib_SegmentedToVirtual(&cKF_bs_r_int_sum_clchest03), Lib_SegmentedToVirtual(&cKF_ba_r_int_sum_clchest03), this->jointTable, this->morphTable); cKF_SkeletonInfo_R_init_standard_stop(skeletonInfo, Lib_SegmentedToVirtual(&cKF_ba_r_int_sum_clchest03), NULL); skeletonInfo->frameControl.speed = 0.0f; cKF_SkeletonInfo_R_play(skeletonInfo); } void aSumClChest03_mv(FurnitureActor* this, Actor* myroomactor, Game_Play* game_play, u8* data UNUSED) { if (common_data.clip.myRoomClip != NULL) { common_data.clip.myRoomClip->unk_34(this, myroomactor, game_play, 1.0f, 16.0f); } } void aSumClChest03_dw(FurnitureActor* this, Actor* myRoomActor UNUSED, Game_Play* game_play, u8* data UNUSED) { UNUSED s32 pad; s32 temp = game_play->state.frameCounter & 1; Mtx* mtx = &this->matrix[temp][0]; OPEN_DISPS(game_play->state.gfxCtx); if (1) {} if (1) {} gSPMatrix(POLY_OPA_DISP++, _Matrix_to_Mtx_new(game_play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gDPSetTextureImage(POLY_OPA_DISP++, G_IM_FMT_I, G_IM_SIZ_16b, 1, &int_sum_clchest03_hiki_txt); gDPSetTile(POLY_OPA_DISP++, G_IM_FMT_I, G_IM_SIZ_16b, 0, 0x0000, G_TX_LOADTILE, 0, G_TX_MIRROR | G_TX_WRAP, 7, G_TX_NOLOD, G_TX_MIRROR | G_TX_WRAP, 7, G_TX_NOLOD); gDPLoadSync(POLY_OPA_DISP++); gDPLoadBlock(POLY_OPA_DISP++, G_TX_LOADTILE, 0, 0, 0x7FF, 0); gDPPipeSync(POLY_OPA_DISP++); gDPSetTile(POLY_OPA_DISP++, G_IM_FMT_I, G_IM_SIZ_8b, 8, 0x0000, G_TX_RENDERTILE, 0, G_TX_MIRROR | G_TX_WRAP, 7, G_TX_NOLOD, G_TX_MIRROR | G_TX_WRAP, 7, G_TX_NOLOD); gDPSetTileSize(POLY_OPA_DISP++, G_TX_RENDERTILE, 0, 0, 0x00FC, 0x00FC); gDPSetTextureImage(POLY_OPA_DISP++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, &int_sum_clchest03_pal01_pal); gDPTileSync(POLY_OPA_DISP++); gDPSetTile(POLY_OPA_DISP++, G_IM_FMT_RGBA, G_IM_SIZ_4b, 0, 0x01F0, G_TX_LOADTILE, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD); gDPLoadSync(POLY_OPA_DISP++); gDPLoadTLUTCmd(POLY_OPA_DISP++, G_TX_LOADTILE, 15); gDPPipeSync(POLY_OPA_DISP++); CLOSE_DISPS(game_play->state.gfxCtx); cKF_Si3_draw_R_SV(game_play, &this->skeletonInfo, mtx, NULL, NULL, NULL); } void aSumClChest03_dt(FurnitureActor* this UNUSED, u8* data UNUSED) { }