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Working CScriptGunTurret
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@@ -900,18 +900,18 @@ CEntity* ScriptLoader::LoadPickup(CStateManager& mgr, CInputStream& in, int prop
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SScaledActorHead head = LoadScaledActorHead(in, mgr);
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zeus::CVector3f extent = zeus::CVector3f::ReadBig(in);
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zeus::CVector3f offset = zeus::CVector3f::ReadBig(in);
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CPlayerState::EItemType w1 = CPlayerState::EItemType(in.readUint32Big());
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u32 w2 = in.readUint32Big();
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u32 w3 = in.readUint32Big();
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float f1 = in.readFloatBig();
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float f2 = in.readFloatBig();
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float f3 = in.readFloatBig();
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CPlayerState::EItemType itemType = CPlayerState::EItemType(in.readUint32Big());
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u32 capacity = in.readUint32Big();
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u32 amount = in.readUint32Big();
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float possibility = in.readFloatBig();
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float lifeTime = in.readFloatBig();
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float fadeInTime = in.readFloatBig();
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CAssetId staticModel = in.readUint32Big();
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CAnimationParameters animParms = LoadAnimationParameters(in);
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CActorParameters actorParms = LoadActorParameters(in);
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bool active = in.readBool();
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float f4 = in.readFloatBig();
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CAssetId w4(in);
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float startDelay = in.readFloatBig();
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CAssetId pickupEffect(in);
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FourCC acsType = g_ResFactory->GetResourceTypeById(animParms.GetACSFile());
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if (g_ResFactory->GetResourceTypeById(staticModel) == 0 && acsType == 0)
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@@ -931,7 +931,8 @@ CEntity* ScriptLoader::LoadPickup(CStateManager& mgr, CInputStream& in, int prop
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aabb = data.GetBounds(head.x10_transform.getRotation());
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return new CScriptPickup(mgr.AllocateUniqueId(), head.x0_name, info, head.x10_transform, std::move(data), actorParms,
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aabb, w1, w3, w2, w4, f1, f2, f3, f4, active);
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aabb, itemType, amount, capacity, pickupEffect, possibility, lifeTime, fadeInTime,
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startDelay, active);
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}
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CEntity* ScriptLoader::LoadMemoryRelay(CStateManager& mgr, CInputStream& in, int propCount, const CEntityInfo& info) {
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