metaforce/Runtime/World/CScriptMazeNode.cpp

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#include "CScriptMazeNode.hpp"
#include "Character/CModelData.hpp"
#include "GameGlobalObjects.hpp"
#include "CActorParameters.hpp"
#include "TCastTo.hpp"
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namespace urde {
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atUint32 CScriptMazeNode::sMazeSeeds[300] = {0};
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CScriptMazeNode::CScriptMazeNode(TUniqueId uid, std::string_view name, const CEntityInfo& info,
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const zeus::CTransform& xf, bool active, s32 w1, s32 w2, s32 w3,
const zeus::CVector3f& vec1, const zeus::CVector3f& vec2, const zeus::CVector3f& vec3)
: CActor(uid, active, name, info, xf, CModelData::CModelDataNull(), CMaterialList(), CActorParameters::None(),
kInvalidUniqueId)
, xe8_(w1)
, xec_(w1)
, xf0_(w2)
, x100_(vec1)
, x110_(vec2)
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, x120_(vec3) {
x13c_24_ = true;
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}
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void CScriptMazeNode::Accept(IVisitor& visitor) { visitor.Visit(this); }
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void CScriptMazeNode::LoadMazeSeeds() {
const SObjectTag* tag = g_ResFactory->GetResourceIdByName("DUMB_MazeSeeds");
u32 resSize = g_ResFactory->ResourceSize(*tag);
std::unique_ptr<u8[]> buf = g_ResFactory->LoadResourceSync(*tag);
CMemoryInStream in(buf.get(), resSize);
for (u32 i = 0; i < 300; ++i)
sMazeSeeds[i] = in.readUint32Big();
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}
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} // namespace urde