#include "d/a/obj/d_a_obj_sun_light.h" #include "d/d_sc_game.h" #include "d/d_stage.h" #include "nw4r/g3d/res/g3d_resfile.h" #include "toBeSorted/arc_managers/current_stage_arc_manager.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 = nw4r::g3d::ResFile(CurrentStageArcManager::GetInstance()->getData("g3d/stage.brres")); dStage_c::bindStageResToFile(&mBrres); dStage_c::bindSkyCmnToResFile(&mBrres); nw4r::g3d::ResMdl mdl = mBrres.GetResMdl("StageF000Light"); TRY_CREATE(mModel.create(mdl, &mAllocator, 0x120)); nw4r::g3d::ResAnmTexSrt srt = mBrres.GetResAnmTexSrt("StageF000Light"); TRY_CREATE(mTexAnm.create(mdl, srt, &mAllocator, nullptr, 1)); return true; } int dAcOsunLight_c::create() { CREATE_ALLOCATOR(dAcOsunLight_c); mModel.setAnm(mTexAnm); mStateMgr.changeState(StateID_Wait); mModel.setPriorityDraw(0x1C, 9); mBoundingBox.Set(mVec3_c(-200.0f, -100.0f, -200.0f), mVec3_c(200.0f, 600.0f, 500.0f)); return SUCCEEDED; } int dAcOsunLight_c::doDelete() { return SUCCEEDED; } int dAcOsunLight_c::actorExecute() { mStateMgr.executeState(); if (isDay()) { mTexAnm.play(); } updateMatrix(); mModel.setLocalMtx(mWorldMtx); return SUCCEEDED; } int dAcOsunLight_c::draw() { if (isDay()) { drawModelType1(&mModel); } return SUCCEEDED; } void dAcOsunLight_c::initializeState_Wait() {} void dAcOsunLight_c::executeState_Wait() {} void dAcOsunLight_c::finalizeState_Wait() {} bool dAcOsunLight_c::isDay() { return dScGame_c::currentSpawnInfo.getTimeOfDay() == SpawnInfo::DAY; }