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Implement CWallCrawlerSwarm

This commit is contained in:
Jack Andersen
2019-03-23 22:06:59 -10:00
parent 99b1a8ef49
commit a63a61fef8
19 changed files with 1443 additions and 170 deletions

View File

@@ -56,7 +56,7 @@ enum class ESpecialFunctionType : atUint32 {
PlayerFollowLocator,
SpinnerController,
ObjectFollowLocator,
Function4,
ChaffTarget,
InventoryActivator,
MapStation,
SaveStation,
@@ -74,7 +74,7 @@ enum class ESpecialFunctionType : atUint32 {
ObjectFollowObject,
HintSystem,
DropBomb,
Function22,
ScaleActor,
MissileStation,
Billboard,
PlayerInAreaRelay,
@@ -85,7 +85,7 @@ enum class ESpecialFunctionType : atUint32 {
Ending,
FusionRelay,
WeaponSwitch // PAL Only
} SPECTER_ENUM("Special Function", "", EPickupType);
} SPECTER_ENUM("Special Function", "", ESpecialFunctionType);
struct AnimationParameters : BigDNA {
AT_DECL_DNA_YAML

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@@ -14,60 +14,70 @@ struct WallCrawlerSwarm : IScriptObject {
Value<atVec3f> volume;
Value<bool> active;
ActorParameters actorParameters;
Value<atUint32> unknown1;
Value<atUint32> flavor;
AnimationParameters animationParameters;
Value<atUint32> unknown2;
Value<atUint32> unknown3;
UniqueID32 particle1;
UniqueID32 particle2;
Value<atUint32> unknown4; // always FF
Value<atUint32> unknown5; // always FF
DamageInfo damageInfo1;
Value<float> unknown6;
DamageInfo damageInfo2;
Value<float> unknown7;
Value<float> unknown8;
Value<float> unknown9;
Value<float> unknown10;
Value<atUint32> unknown11;
Value<atUint32> unknown12;
Value<float> unknown13;
Value<float> unknown14;
Value<float> unknown15;
Value<float> unknown16;
Value<float> unknown17;
Value<float> unknown18;
Value<float> unknown19;
Value<float> unknown20;
Value<atUint32> unknown21;
Value<float> unkown22;
Value<float> unkown23;
Value<float> unkown24;
Value<atUint32> launchAnim;
Value<atUint32> attractAnim;
UniqueID32 part1;
UniqueID32 part2;
UniqueID32 part3;
UniqueID32 part4;
DamageInfo crabDamage;
Value<float> crabDamageCooldown;
DamageInfo scarabExplodeDamage;
Value<float> boidRadius;
Value<float> touchRadius;
Value<float> playerTouchRadius;
Value<float> animPlaybackSpeed;
Value<atUint32> numBoids;
Value<atUint32> maxCreatedBoids;
Value<float> separationRadius;
Value<float> cohesionMagnitude;
Value<float> alignmentWeight;
Value<float> separationMagnitude;
Value<float> moveToWaypointWeight;
Value<float> attractionMagnitude;
Value<float> attractionRadius;
Value<float> boidGenRate;
Value<atUint32> maxLaunches;
Value<float> scarabBoxMargin;
Value<float> scarabScatterXYVelocity;
Value<float> scarabTimeToExplode;
HealthInfo healthInfo;
DamageVulnerability damageVulnerabilty;
Value<atUint32> soundID1; // verification needed
Value<atUint32> soundID2; // verification needed
Value<atUint32> launchSfx;
Value<atUint32> scatterSfx;
void addCMDLRigPairs(PAKRouter<PAKBridge>& pakRouter, CharacterAssociations<UniqueID32>& charAssoc) const {
actorParameters.addCMDLRigPairs(pakRouter, charAssoc, animationParameters);
}
void nameIDs(PAKRouter<PAKBridge>& pakRouter) const {
if (particle1) {
PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(particle1);
if (part1) {
PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(part1);
ent->name = name + "_part1";
}
if (particle2) {
PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(particle2);
if (part2) {
PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(part2);
ent->name = name + "_part2";
}
if (part3) {
PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(part3);
ent->name = name + "_part3";
}
if (part4) {
PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(part4);
ent->name = name + "_part4";
}
animationParameters.nameANCS(pakRouter, name + "_animp");
actorParameters.nameIDs(pakRouter, name + "_actp");
}
void gatherDependencies(std::vector<hecl::ProjectPath>& pathsOut, std::vector<hecl::ProjectPath>& lazyOut) const {
g_curSpec->flattenDependencies(particle1, pathsOut);
g_curSpec->flattenDependencies(particle2, pathsOut);
g_curSpec->flattenDependencies(part1, pathsOut);
g_curSpec->flattenDependencies(part2, pathsOut);
g_curSpec->flattenDependencies(part3, pathsOut);
g_curSpec->flattenDependencies(part4, pathsOut);
animationParameters.depANCS(pathsOut);
actorParameters.depIDs(pathsOut, lazyOut);
}