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@ -650,6 +650,8 @@ static const int s_FMAC1EndScript[]=
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SC_SET_ACTOR_POSITION, FMA_ACTOR_BB,211*16,(30*16)+8,
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SC_SET_ACTOR_POSITION, FMA_ACTOR_BB,211*16,(30*16)+8,
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SC_SET_ACTOR_FACING, FMA_ACTOR_BB,1,
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SC_SET_ACTOR_FACING, FMA_ACTOR_BB,1,
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SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_BB,true,
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SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_BB,true,
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SC_CREATE_FX, 0,207*16,(26*16),CFX::FX_TYPE_ZZZZ,
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SC_CREATE_FX, 1,211*16,(26*16),CFX::FX_TYPE_ZZZZ,
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SC_SNAP_CAMERA_TO, 197*16,18*16,
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SC_SNAP_CAMERA_TO, 197*16,18*16,
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SC_WAIT_ON_TIMER, 30,
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SC_WAIT_ON_TIMER, 30,
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@ -672,21 +674,24 @@ static const int s_FMAC1EndScript[]=
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SC_MOVE_CAMERA_TO, 210*16,18*16,120,
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SC_MOVE_CAMERA_TO, 210*16,18*16,120,
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SC_WAIT_ON_CAMERA_STOP,
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SC_WAIT_ON_CAMERA_STOP,
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_STUMBLE,0,
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SC_THROW_ITEM_TO_ACTOR, 0,FMA_ACTOR_MM,48,120,
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SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH2_01_DAT,
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SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH2_01_DAT,
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// scene 6 - sarnie flys thru the air
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// scene 6 - sarnie flys thru the air
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// SC_SPRITE_SHIT
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// SC_SPRITE_SHIT
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SC_CARRY_ITEM, 0,FMA_ACTOR_MM,
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SC_MOVE_CAMERA_TO, 197*16,18*16,120,
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SC_MOVE_CAMERA_TO, 197*16,18*16,120,
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SC_WAIT_ON_CAMERA_STOP,
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SC_WAIT_ON_ACTOR_ANIM, FMA_ACTOR_SPONGEBOB,
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// Scene 7 - MM Eats sarnie
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,216*16,30*16,56,
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,216*16,30*16,56,
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SC_WAIT_ON_CAMERA_STOP,
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SC_WAIT_ON_THROWN_ITEM, 0,
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SC_CARRY_ITEM, 0,FMA_ACTOR_MM,
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// Scene 7 - MM Eats sarnie
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_IDLE,1,
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SC_KILL_FX, 1,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_SITLOOKLEFT,1,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_SITLOOKLEFT,1,
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SC_SET_ACTOR_FACING, FMA_ACTOR_BB,0,
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SC_SET_ACTOR_FACING, FMA_ACTOR_BB,0,
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SC_WAIT_ON_TIMER, 30,
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SC_WAIT_ON_TIMER, 30,
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@ -700,7 +705,7 @@ static const int s_FMAC1EndScript[]=
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SC_WAIT_ON_ACTOR_ANIM, FMA_ACTOR_SPONGEBOB,
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SC_WAIT_ON_ACTOR_ANIM, FMA_ACTOR_SPONGEBOB,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_SPONGEBOB,FMA_ANIM_WALK,1,
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,240*16,30*16,40,
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_SPONGEBOB,240*16,30*16,40,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_RUBHEAD,1,
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// SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_RUBHEAD,1,
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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SC_WAIT_ON_ACTOR_STOP, FMA_ACTOR_SPONGEBOB,
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SC_STOP
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SC_STOP
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};
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};
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@ -722,15 +727,17 @@ static const int s_FMAC2EndScript[]=
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SC_WAIT_ON_TIMER, 60*2,
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SC_WAIT_ON_TIMER, 60*2,
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// Scene 2 - inside Shady Shoals
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// Scene 2 - inside Shady Shoals
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_MM,FMA_ANIM_SIT,1,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_MM,FMA_ANIM_SITASLEEP,1,
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SC_SET_ACTOR_POSITION, FMA_ACTOR_MM,208*16,(30*16)+8,
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SC_SET_ACTOR_POSITION, FMA_ACTOR_MM,208*16,(30*16)+8,
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SC_SET_ACTOR_FACING, FMA_ACTOR_MM,0,
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SC_SET_ACTOR_FACING, FMA_ACTOR_MM,0,
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SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_MM,true,
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SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_MM,true,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_SIT,1,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_SITASLEEP,1,
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SC_SET_ACTOR_POSITION, FMA_ACTOR_BB,211*16,(30*16)+8,
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SC_SET_ACTOR_POSITION, FMA_ACTOR_BB,211*16,(30*16)+8,
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SC_SET_ACTOR_FACING, FMA_ACTOR_BB,0,
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SC_SET_ACTOR_FACING, FMA_ACTOR_BB,0,
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SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_BB,true,
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SC_SET_ACTOR_VISIBILITY, FMA_ACTOR_BB,true,
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SC_CREATE_FX, 0,207*16,(26*16),CFX::FX_TYPE_ZZZZ,
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SC_CREATE_FX, 1,211*16,(26*16),CFX::FX_TYPE_ZZZZ,
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SC_SNAP_CAMERA_TO, 197*16,18*16,
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SC_SNAP_CAMERA_TO, 197*16,18*16,
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SC_WAIT_ON_TIMER, 60,
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SC_WAIT_ON_TIMER, 60,
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@ -757,6 +764,7 @@ static const int s_FMAC2EndScript[]=
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SC_CARRY_ITEM, 0,FMA_ACTOR_BB,
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SC_CARRY_ITEM, 0,FMA_ACTOR_BB,
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// Scene 7 - BB gives new task
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// Scene 7 - BB gives new task
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SC_KILL_FX, 1,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_SITLOOKLEFT,1,
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SC_SET_ACTOR_ANIM_STATE, FMA_ACTOR_BB,FMA_ANIM_SITLOOKLEFT,1,
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SC_WAIT_ON_TIMER, 30,
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SC_WAIT_ON_TIMER, 30,
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SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH3_01_DAT,
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SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH3_01_DAT,
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@ -897,7 +905,8 @@ static const int s_FMAC4EndScript[]=
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SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH5_00_DAT,
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SC_WAIT_ON_CONVERSATION, SCRIPTS_FMA_CH5_00_DAT,
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// SB throws bar thru window
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// SB throws bar thru window
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SC_CARRY_ITEM, 0,FMA_ACTOR_BB,
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SC_THROW_ITEM_TO_ACTOR, 0,FMA_ACTOR_BB,64,120,
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SC_WAIT_ON_THROWN_ITEM, 0,
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// BB comes to Porthole
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// BB comes to Porthole
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_BB,374*16,30*16,60,
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SC_WALK_ACTOR_TO_POSITION, FMA_ACTOR_BB,374*16,30*16,60,
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@ -1336,7 +1345,7 @@ void CFmaScene::render()
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}
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}
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pos.vy+=s_actorGraphicsData[item->m_Actor].m_ItemOfs.vy;
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pos.vy+=s_actorGraphicsData[item->m_Actor].m_ItemOfs.vy;
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}
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}
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CGameScene::getSpriteBank()->printFT4(item->m_Frame,pos.vx,pos.vy,item->m_facing,0,OTPOS__PICKUP_POS-1);
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CGameScene::getSpriteBank()->printFT4(item->m_Frame,pos.vx,pos.vy,item->m_facing,0,OTPOS__PICKUP_POS-3);
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}
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}
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}
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}
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