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Diffstat (limited to 'src/REL/d/a/obj/d_a_obj_sun_light.cpp')
-rw-r--r--src/REL/d/a/obj/d_a_obj_sun_light.cpp64
1 files changed, 64 insertions, 0 deletions
diff --git a/src/REL/d/a/obj/d_a_obj_sun_light.cpp b/src/REL/d/a/obj/d_a_obj_sun_light.cpp
index e69de29b..d1983877 100644
--- a/src/REL/d/a/obj/d_a_obj_sun_light.cpp
+++ b/src/REL/d/a/obj/d_a_obj_sun_light.cpp
@@ -0,0 +1,64 @@
+#include <d/a/obj/d_a_obj_sun_light.h>
+#include <toBeSorted/arc_managers/current_stage_arc_manager.h>
+#include <toBeSorted/room_manager.h>
+#include <toBeSorted/scgame.h>
+
+SPECIAL_ACTOR_PROFILE(OBJ_SUN_LIGHT, dAcOsunLight_c, fProfile::OBJ_SUN_LIGHT, 0x0219, 0, 3);
+
+STATE_DEFINE(dAcOsunLight_c, Wait);
+
+bool dAcOsunLight_c::createHeap() {
+ mBrres = CurrentStageArcManager::sInstance->getData("g3d/stage.brres");
+ RoomManager::bindStageResToFile(&mBrres);
+ RoomManager::bindSkyCmnToResFile(&mBrres);
+ nw4r::g3d::ResMdl mdl = mBrres.GetResMdl("StageF000Light");
+ TRY_CREATE(mModel.create(mdl, &heap_allocator, 0x120));
+ nw4r::g3d::ResAnmTexSrt srt = mBrres.GetResAnmTexSrt("StageF000Light");
+ TRY_CREATE(mTexAnm.create(mdl, srt, &heap_allocator, nullptr, 1));
+ return true;
+}
+
+int dAcOsunLight_c::create() {
+ if (!initAllocatorWork1Heap(-1, "dAcOsunLight_c::m_allocator", 0x20)) {
+ return FAILED;
+ }
+
+ mModel.setAnm(mTexAnm);
+ mStateMgr.changeState(StateID_Wait);
+ mModel.setPriorityDraw(0x1C, 9);
+ setBoundingBox(mVec3_c(-200.0f, -100.0f, -200.0f), mVec3_c(200.0f, 600.0f, 500.0f));
+ return SUCCEEDED;
+}
+
+int dAcOsunLight_c::doDelete() {
+ return 1;
+}
+
+int dAcOsunLight_c::actorExecute() {
+ mStateMgr.executeState();
+ if (isDay()) {
+ mTexAnm.play();
+ }
+ updateMatrix();
+ mModel.setLocalMtx(worldMatrix);
+ return 1;
+}
+
+int dAcOsunLight_c::draw() {
+ if (isDay()) {
+ drawModelType1(&mModel);
+ }
+ return 1;
+}
+
+void dAcOsunLight_c::initializeState_Wait() {}
+
+void dAcOsunLight_c::executeState_Wait() {}
+
+void dAcOsunLight_c::finalizeState_Wait() {}
+
+bool dAcOsunLight_c::isDay() {
+ // return !ScGame::currentSpawnInfo.isNight();
+ // TODO TempFix?
+ return !(u8)ScGame::currentSpawnInfo.night;
+}