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MegaMech 475f167bb2 [modding] Big Update PR (#118)
* Implement kart vehicle

* Fix menu CC

* Actors

* variable framerate

* Implement Actors vector

* Fix water & scrolling textures

* Finish ACoin

* Refactor finishline

* Refactor mtx to vector

* Fix refactored screen code bugs

* Fix playlist bug

* Switching courses working now

* Fix podium ceremony

* Mostly Fix Demo and Credits

* Credits Load Actors and Textures

* Fix credits

* Formatting

* Update lus and torch

* Fix water features

* Fix crabs

* Combine function

* Fix wheels

* Add Moon Jump Cheat

* Wheel Change

* Fix smoke due to wheel change

* Fix screens for wheels

* Fix transparency

* Fix staff ghost

* Fix lakitu transition widescreen

* Rename and export credits text

* Fixes

---------

Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
2024-11-14 23:32:55 -07:00

62 lines
1.9 KiB
C

#ifndef BOMB_KART_H
#define BOMB_KART_H
#include <common_structs.h>
#include <mk64.h>
#define NUM_BOMB_KARTS_MAX 7
#define NUM_BOMB_KARTS_VERSUS 7
#define NUM_BOMB_KARTS_BATTLE 4
#define BOMB_STATE_INACTIVE 0
#define BOMB_STATE_CCW 1
#define BOMB_STATE_CW 2
#define BOMB_STATE_STATIONARY 3 // Paused?
#define BOMB_STATE_EXPLODED 4 // Or maybe exploding?
#define BOMB_STATE_UNKNOWN 5
typedef struct {
/* 0x00 */ u16 waypointIndex;
/* 0x02 */ u16 startingState;
/* 0x04 */ f32 unk_04; // Used to set the value of unk_3C in BombKart
/* 0x08 */ f32 startingXPos;
/* 0x0C */ f32 startingZPos;
/**
* These 2 never seem to get referenced. They also only have non-zero
* data for the Yoshi Valley set of spawns
**/
/* 0x10 */ f32 unk_10;
/* 0x14 */ f32 unk_14;
} BombKartSpawn; // size = 0x18
typedef struct {
/**
* This struct is in part representative of the
* bomb kart hazards in VS mode.
* There may be objects associated with them too
**/
/* 0x00 */ Vec3f bombPos;
/* 0x0C */ Vec3f wheel1Pos;
/* 0x18 */ Vec3f wheel2Pos;
/* 0x24 */ Vec3f wheel3Pos;
/* 0x30 */ Vec3f wheel4Pos;
/* 0x3C */ f32 unk_3C;
/* 0x40 */ u16 someRot; // seems like an angle of some variety, can't figure out its purpose
/* 0x42 */ u16 waypointIndex; // probably the waypoint that the bomb circles
/* 0x44 */ u16 state;
/* 0x46 */ u16 bounceTimer; // timer? state? height?
/* 0x48 */ u16 circleTimer; // timer? state? Somehow controls how it circles around
/* 0x4A */ u16 unk_4A;
/* 0x4C */ s16 unk_4C;
/* 0x4E */ // s16 compilerPadding;
/* 0x50 */ f32 yPos; // Y position of the center of the circle
} BombKart; // size = 0x54
//! Indexes for the objects associated with the Bomb Karts
extern s32 gIndexObjectBombKart[NUM_BOMB_KARTS_MAX];
extern BombKart gBombKarts[NUM_BOMB_KARTS_MAX];
extern Collision gBombKartCollision[NUM_BOMB_KARTS_MAX];
#endif