#include "d/t/d_t_col_bomb_shield.h" #include "common.h" #include "d/a/d_a_player.h" #include "d/a/obj/d_a_obj_base.h" #include "d/col/cc/d_cc_s.h" #include "m/m_mtx.h" #include "rvl/MTX/mtx.h" SPECIAL_ACTOR_PROFILE(COL_BOMSLD, dTgColBombShield, fProfile::COL_BOMSLD, 0x12, 0, 0); STATE_DEFINE(dTgColBombShield, Wait); bool dTgColBombShield::createHeap() { return true; } int dTgColBombShield::create() { 0.0f; // cool CREATE_ALLOCATOR(dTgColBombShield); static const f32 offset = 0.1f; mScale.x += offset; mScale.y += offset; mScale.z += offset; mColMtx.transS(mPosition.x, mPosition.y + mScale.y * 0.5f - 0.05f, mPosition.z); mColMtx.ZXYrotM(mRotation.x, mRotation.y, mRotation.z); mMtx_c tmp; MTXScale(tmp, mScale.x, mScale.y, mScale.z); mColMtx += tmp; mStateMgr.changeState(StateID_Wait); return SUCCEEDED; } int dTgColBombShield::doDelete() { return SUCCEEDED; } int dTgColBombShield::actorExecute() { if (dAcPy_c::LINK != nullptr && mRoomID == dAcPy_c::LINK->mRoomID) { dCcS::GetInstance()->SetArea(&mColMtx); } return SUCCEEDED; } int dTgColBombShield::draw() { return SUCCEEDED; } void dTgColBombShield::initializeState_Wait() {} void dTgColBombShield::executeState_Wait() {} void dTgColBombShield::finalizeState_Wait() {}