jak-project/goal_src/jak2/levels/common/airlock.gc
Tyler Wilding 65812f722c
d/jak2: seal-at-waterslums working, and do a pass through all missions (#2199)
I did a pass through all missions, fixing issues as they came up. Also
got `seal-at-waterslums` working -- the best mission in the game 🥳

Co-authored-by: water <awaterford111445@gmail.com>
2023-02-09 18:40:01 -05:00

1445 lines
60 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: airlock.gc
;; name in dgo: airlock
;; dgos: GAME, COMMON
;; og:update-with-merge
;; DECOMP BEGINS
(deftype com-airlock (process-drawable)
((child-override basic :offset 24)
(root-override collide-shape :offset 128)
(level-name string :offset-assert 200)
(open-test symbol :offset-assert 204)
(were-behind? symbol :offset-assert 208)
(inner? symbol :offset-assert 212)
(sound-behind? symbol :offset-assert 216)
(visible-move? symbol :offset-assert 220)
(saw-pilot? handle :offset-assert 224)
(last-distance meters :offset-assert 232)
(y-height vector :offset-assert 236)
(pre-open-speed float :offset-assert 240)
(latch-closed-time time-frame :offset-assert 248)
(latch-open-time time-frame :offset-assert 256)
(gear joint-mod :offset-assert 264)
(gear-rot degrees :offset-assert 268)
(gear-rotv degrees :offset-assert 272)
(open-frame float :offset-assert 276)
(pre-open-frame float :offset-assert 280)
(lock-frame float :offset-assert 284)
(open-distance meters :offset-assert 288)
(active-distance meters :offset-assert 292)
(sound-id sound-id :offset-assert 296)
(gear-sound-id sound-id :offset-assert 300)
(sound-gear sound-spec :offset-assert 304)
(sound-pre-open sound-spec :offset-assert 308)
(sound-pre-open-stop sound-spec :offset-assert 312)
(sound-lock-loop sound-spec :offset-assert 316)
(sound-lock-stop sound-spec :offset-assert 320)
(sound-open sound-spec :offset-assert 324)
(sound-open-loop sound-spec :offset-assert 328)
(sound-open-stop sound-spec :offset-assert 332)
(sound-close sound-spec :offset-assert 336)
(sound-close-loop sound-spec :offset-assert 340)
(sound-close-stop sound-spec :offset-assert 344)
(sound-post-close sound-spec :offset-assert 348)
(sound-post-close-stop sound-spec :offset-assert 352)
(spool-sound-time time-frame :offset-assert 360)
(door-radius meters :offset-assert 368)
)
:heap-base #x100
:method-count-assert 28
:size-assert #x174
:flag-assert #x1c01000174
(:methods
(open (symbol) _type_ :state 20)
(close (symbol) _type_ :state 21)
(init-airlock! (_type_) _type_ 22)
(want-cross-airlock? (_type_) symbol :behavior com-airlock 23)
(destination-loaded? (_type_ symbol) symbol 24)
(check-crossing-distance (_type_ vector symbol) float :behavior com-airlock 25)
(rotate-gear! (_type_ float) degrees :behavior com-airlock 26)
(play-city-voice-sound (_type_ symbol) none :behavior com-airlock 27)
)
)
(defmethod deactivate com-airlock ((obj com-airlock))
(process-entity-status! obj (entity-perm-status subtask-complete) #f)
(if (nonzero? (-> obj sound-id))
(sound-stop (-> obj sound-id))
)
(if (nonzero? (-> obj gear-sound-id))
(sound-stop (-> obj gear-sound-id))
)
((method-of-type process-drawable deactivate) obj)
(none)
)
;; WARN: Return type mismatch process-drawable vs com-airlock.
(defmethod relocate com-airlock ((obj com-airlock) (arg0 int))
(if (nonzero? (-> obj gear))
(&+! (-> obj gear) arg0)
)
(the-as com-airlock ((method-of-type process-drawable relocate) obj arg0))
)
(defmethod init-airlock! com-airlock ((obj com-airlock))
(process-entity-status! obj (entity-perm-status subtask-complete) #f)
(process-drawable-from-entity! obj (-> obj entity))
(logclear! (-> obj mask) (process-mask actor-pause))
(set! (-> obj were-behind?) #f)
(set! (-> obj inner?)
(logtest? (the-as int (res-lump-value (-> obj entity) 'options uint128 :time -1000000000.0)) 1)
)
(set! (-> obj sound-behind?) #f)
(set! (-> obj saw-pilot?) (the-as handle #f))
(set! (-> obj open-frame) 0.0)
(set! (-> obj pre-open-frame) 0.0)
(set! (-> obj lock-frame) 0.0)
(set! (-> obj pre-open-speed) 2.0)
(set! (-> obj open-distance) (res-lump-float (-> obj entity) 'distance :default 143360.0))
(set! (-> obj active-distance)
(res-lump-float (-> obj entity) 'idle-distance :default (+ 143360.0 (-> obj open-distance)))
)
(set! (-> obj y-height) (res-lump-data (-> obj entity) 'height vector))
(set! (-> obj level-name) (res-lump-struct (-> obj entity) 'on-notice string))
(set! (-> obj open-test)
(the-as symbol ((method-of-type res-lump get-property-struct)
(-> obj entity)
'open-test
'interp
-1000000000.0
(the-as structure '(not (or (scene-player?) (focus-test? *target* grabbed))))
(the-as (pointer res-tag) #f)
*res-static-buf*
)
)
)
(set! (-> obj sound-gear) #f)
(set! (-> obj sound-pre-open) #f)
(set! (-> obj sound-pre-open-stop) #f)
(set! (-> obj sound-lock-loop) #f)
(set! (-> obj sound-lock-stop) #f)
(set! (-> obj sound-post-close) #f)
(set! (-> obj sound-post-close-stop) #f)
(set! (-> obj sound-open) #f)
(set! (-> obj sound-close) #f)
(set! (-> obj sound-open-loop) #f)
(set! (-> obj sound-close-loop) #f)
(set! (-> obj sound-open-stop) #f)
(set! (-> obj sound-close-stop) #f)
(set! (-> obj door-radius) 20480.0)
obj
)
(defmethod check-crossing-distance com-airlock ((obj com-airlock) (arg0 vector) (arg1 symbol))
(let ((s5-0 (vector-z-quaternion! (new 'stack-no-clear 'vector) (-> obj root-override quat)))
(s4-1 (vector-! (new 'stack-no-clear 'vector) arg0 (-> obj root-override trans)))
)
(set! (-> s4-1 y) 0.0)
(let ((f30-0 (vector-dot s4-1 s5-0)))
(cond
((not arg1)
)
((or (< (vector-vector-xz-distance (-> obj root-override trans) arg0) 40960.0)
(< 0.7 (fabs (vector-dot s5-0 (vector-normalize! s4-1 1.0))))
)
(when (and (< f30-0 0.0) (< 0.0 (-> obj last-distance)))
(let ((s5-1 (res-lump-struct (-> obj entity) 'on-cross structure)))
(if s5-1
(eval!
(new 'stack 'script-context (the-as basic (process->ppointer self)) self (the-as vector #f))
(the-as pair s5-1)
)
)
)
)
(set! (-> obj last-distance) f30-0)
)
((< 0.0 (-> obj last-distance))
(set! f30-0 (fmax 4096.0 f30-0))
)
((< (-> obj last-distance) 0.0)
(set! f30-0 (fmin -4096.0 f30-0))
)
)
f30-0
)
)
)
;; WARN: Return type mismatch object vs symbol.
(defmethod want-cross-airlock? com-airlock ((obj com-airlock))
(local-vars (a0-12 entity-actor))
(let* ((s4-0 (target-pos 0))
(f30-0 (check-crossing-distance obj s4-0 #t))
(s5-0 (>= (-> obj latch-open-time) (-> self clock frame-counter)))
)
(the-as
symbol
(and (or s5-0 (< (vector-vector-xz-distance (-> obj root-override trans) s4-0) (-> obj active-distance)))
(or s5-0 (not (-> obj y-height)) (and (>= (-> s4-0 y) (- (-> obj root-override trans y) (-> obj y-height y)))
(< (-> s4-0 y) (+ (-> obj root-override trans y) (-> obj y-height x)))
)
)
(begin
(if (and (not (-> obj were-behind?)) (and (< f30-0 0.0) (-> obj inner?)))
(set! (-> obj were-behind?) #t)
)
(and (< (-> obj latch-closed-time) (-> self clock frame-counter))
(or (not (and *target* (logtest? (focus-status pilot teleporting) (-> *target* focus-status))))
(< f30-0 -409.6)
)
(or (and (< f30-0 (-> obj open-distance))
(or (not (-> obj were-behind?)) (< f30-0 20480.0))
(and (or (< 409.6 f30-0)
(begin
(let ((a0-11 (-> obj entity)))
(set! a0-12 (entity-actor-lookup a0-11 'next-actor 0))
)
(not a0-12)
)
(logtest? (-> a0-12 extra perm status) (entity-perm-status subtask-complete))
)
(and (eval!
(new 'stack 'script-context (the-as basic (process->ppointer self)) self (the-as vector #f))
(the-as pair (-> obj open-test))
)
(-> *setting-control* user-current airlock)
)
)
)
s5-0
(let ((f0-8 (check-crossing-distance obj (camera-pos) #f)))
(and (or (not *target*) (zero? (logand (-> *target* focus-status) (focus-status in-head))))
(or (< (* f30-0 f0-8) 0.0)
(and (< (fabs f0-8) 4096.0)
(< (vector-vector-xz-distance (camera-pos) (-> obj root-override trans)) (-> obj door-radius))
)
)
)
)
)
)
)
)
)
)
)
(defmethod destination-loaded? com-airlock ((obj com-airlock) (arg0 symbol))
(with-pp
(let ((gp-1 (eval!
(new 'stack 'script-context (the-as basic (process->ppointer pp)) pp (the-as vector #f))
(the-as pair (-> obj level-name))
)
)
(s4-0 #f)
)
(cond
((not gp-1)
(if arg0
'unknown
#f
)
)
(arg0
(let* ((s3-0 gp-1)
(s2-0 (car s3-0))
)
(while (not (null? s3-0))
(let ((v1-4 (level-status *level* (the-as symbol s2-0))))
(if (not (or (= v1-4 'loaded) (= v1-4 'active)))
(return #f)
)
)
(if (= s2-0 'ctywide)
(set! s4-0 (-> ctywide borrow-level 1))
)
(set! s3-0 (cdr s3-0))
(set! s2-0 (car (the-as pair s3-0)))
)
)
(when s4-0
(let ((v1-17 (level-status *level* s4-0)))
(if (not (or (= v1-17 'loaded) (= v1-17 'active)))
(return #f)
)
)
)
(if (!= arg0 'display)
(return #t)
)
(let ((a1-7 (car gp-1)))
(while (not (null? gp-1))
(let ((v1-26 (level-get *level* (the-as symbol a1-7))))
(if (not (and v1-26 (= (-> v1-26 status) 'active) (-> v1-26 display?)))
(return #f)
)
)
(set! gp-1 (cdr gp-1))
(set! a1-7 (car (the-as pair gp-1)))
)
)
#t
)
(else
(let* ((v1-33 gp-1)
(a0-11 (car v1-33))
)
(while (not (null? v1-33))
(dotimes (a1-10 6)
(if (= a0-11 (-> *load-state* want a1-10 name))
(goto cfg-50)
)
)
#t
(return #f)
(label cfg-50)
(set! v1-33 (cdr v1-33))
(set! a0-11 (car (the-as pair v1-33)))
)
)
#t
)
)
)
)
)
(defmethod rotate-gear! com-airlock ((obj com-airlock) (arg0 float))
(when (nonzero? (-> obj gear))
(if (and (zero? (-> obj gear-sound-id))
(-> obj sound-gear)
(and (-> obj next-state) (= (-> obj next-state name) 'open))
(>= (check-crossing-distance obj (target-pos 0) #f) 0.0)
)
(set! (-> obj gear-sound-id) (sound-play-by-spec (-> obj sound-gear) (new-sound-id) (the-as vector #t)))
)
(seek! (-> obj gear-rotv) arg0 (* 131072.0 (-> self clock seconds-per-frame)))
(+! (-> obj gear-rot) (* (-> obj gear-rotv) (-> self clock seconds-per-frame)))
(twist-set! (-> obj gear) (the-as float #f) (the-as float #f) (-> obj gear-rot))
)
(-> obj gear-rotv)
)
(defmethod play-city-voice-sound com-airlock ((obj com-airlock) (arg0 symbol))
(let ((gp-0 (the-as (array string) #f)))
(case arg0
(('enter)
(set! gp-0 (new 'static 'boxed-array :type string "cityv005" "cityv006" "cityv007" "cityv008" "cityv009"))
)
(('exit)
(set! gp-0 (new 'static 'boxed-array :type string "cityv001" "cityv002" "cityv003" "cityv004"))
)
)
(cond
((and gp-0 (>= (- (-> self clock frame-counter) (-> obj spool-sound-time)) (seconds 2)))
(set! (-> obj spool-sound-time) (-> self clock frame-counter))
(add-process
*gui-control*
obj
(gui-channel alert)
(gui-action play)
(-> (the-as (array string) (+ (* (rand-vu-int-range 0 (+ (-> gp-0 length) -1)) 4) (the-as int gp-0))) 0)
-99.0
0
)
)
(else
0
)
)
)
(none)
)
(defskelgroup skel-com-airlock-outer com-airlock-outer com-airlock-outer-lod0-jg com-airlock-outer-idle-ja
((com-airlock-outer-lod0-mg (meters 999999)))
:bounds (static-spherem 0 5 0 14)
)
(defskelgroup skel-com-airlock-inner com-airlock-inner com-airlock-inner-lod0-jg com-airlock-inner-idle-ja
((com-airlock-inner-lod0-mg (meters 999999)))
:bounds (static-spherem 0 5 0 14)
)
(defstate close (com-airlock)
:virtual #t
:event (behavior ((proc process) (arg1 int) (event-type symbol) (event event-message-block))
(the-as
object
(case event-type
(('close)
(set! (-> self latch-closed-time) (+ (-> self clock frame-counter) (if (>= arg1 1)
(the-as int (-> event param 0))
3000
)
)
)
(if (and (>= arg1 2) (and (= (-> event param 1) #t) (not (want-cross-airlock? self))))
(ja :group! (get-art-by-name (-> self draw art-group) "idle" art-joint-anim) :num! min)
)
(and (-> self next-state) (= (-> self next-state name) 'open))
)
(('open)
(set! (-> self latch-open-time) (+ (-> self clock frame-counter) (if (>= arg1 1)
(the-as int (-> event param 0))
3000
)
)
)
(if (and (>= arg1 2) (and (= (-> event param 1) #t) (want-cross-airlock? self) (destination-loaded? self #f)))
(ja :group! (get-art-by-name (-> self draw art-group) "idle" art-joint-anim)
:num! (identity
(the float (+ (-> (get-art-by-name (-> self draw art-group) "idle" art-joint-anim) frames num-frames) -1))
)
)
)
(and (-> self next-state) (= (-> self next-state name) 'close))
)
(('front)
(let ((f30-0 (check-crossing-distance self (target-pos 0) #f))
(f0-3 (check-crossing-distance self (camera-pos) #f))
)
(and (< 2048.0 f30-0) (>= (* f30-0 f0-3) 0.0))
)
)
(('back)
(let ((f30-1 (check-crossing-distance self (target-pos 0) #f))
(f0-5 (check-crossing-distance self (camera-pos) #f))
)
(and (< f30-1 -2048.0) (>= (* f30-1 f0-5) 0.0))
)
)
(('sound)
(if (>= (check-crossing-distance self (target-pos 0) #f) 0.0)
(the-as object (play-city-voice-sound self (the-as symbol (-> event param 0))))
)
)
(('distance)
(* (the int (check-crossing-distance self (target-pos 0) #f)) 8)
)
)
)
)
:enter (behavior ((arg0 symbol))
(set! (-> self visible-move?) #f)
(none)
)
:exit (behavior ()
(when (nonzero? (-> self sound-id))
(let ((v1-2 (the-as sound-rpc-set-param (get-sound-buffer-entry))))
(set! (-> v1-2 command) (sound-command set-param))
(set! (-> v1-2 id) (-> self sound-id))
(set! (-> v1-2 params volume) -4)
(set! (-> v1-2 auto-time) 24)
(set! (-> v1-2 auto-from) 2)
(set! (-> v1-2 params mask) (the-as uint 17))
(-> v1-2 id)
)
(set! (-> self sound-id) (new 'static 'sound-id))
0
)
(when (nonzero? (-> self gear-sound-id))
(let ((v1-6 (the-as sound-rpc-set-param (get-sound-buffer-entry))))
(set! (-> v1-6 command) (sound-command set-param))
(set! (-> v1-6 id) (-> self gear-sound-id))
(set! (-> v1-6 params volume) -4)
(set! (-> v1-6 auto-time) 24)
(set! (-> v1-6 auto-from) 2)
(set! (-> v1-6 params mask) (the-as uint 17))
(-> v1-6 id)
)
(set! (-> self gear-sound-id) (new 'static 'sound-id))
0
)
(none)
)
:trans (behavior ()
(if (logtest? (-> self draw status) (draw-control-status on-screen))
(set! (-> self visible-move?) #t)
)
(when (and (want-cross-airlock? self)
(begin
(let ((gp-0 (res-lump-struct (-> self entity) 'on-activate structure)))
(if gp-0
(eval!
(new 'stack 'script-context (the-as basic (process->ppointer self)) self (the-as vector #f))
(the-as pair gp-0)
)
)
)
(destination-loaded? self #f)
)
)
(when (nonzero? (-> self sound-id))
(let ((v1-17 (the-as sound-rpc-set-param (get-sound-buffer-entry))))
(set! (-> v1-17 command) (sound-command set-param))
(set! (-> v1-17 id) (-> self sound-id))
(set! (-> v1-17 params volume) -4)
(set! (-> v1-17 auto-time) 24)
(set! (-> v1-17 auto-from) 2)
(set! (-> v1-17 params mask) (the-as uint 17))
(-> v1-17 id)
)
(set! (-> self sound-id) (new 'static 'sound-id))
0
)
(go-virtual open #f)
)
(none)
)
:code (behavior ((arg0 symbol))
(process-entity-status! self (entity-perm-status subtask-complete) #f)
(when (not arg0)
(if (and (-> self sound-close)
(and (or (-> self sound-behind?) (>= (check-crossing-distance self (target-pos 0) #f) 0.0))
(not arg0)
(-> self visible-move?)
)
)
(sound-play-by-spec (-> self sound-close) (new-sound-id) (the-as vector #t))
)
(if (and (-> self sound-close-loop)
(and (or (-> self sound-behind?) (>= (check-crossing-distance self (target-pos 0) #f) 0.0))
(not arg0)
(-> self visible-move?)
)
)
(set! (-> self sound-id) (sound-play-by-spec (-> self sound-close-loop) (new-sound-id) (the-as vector #t)))
)
(while (< (-> self open-frame) (ja-aframe-num 0))
(rotate-gear! self 65536.0)
(when (and (-> self were-behind?)
(< 0.4 (vector-dot
(vector-z-quaternion! (new 'stack-no-clear 'vector) (-> self root-override quat))
(-> (math-camera-matrix) vector 2)
)
)
(< 0.0 (check-crossing-distance self (target-pos 0) #f))
)
(ja :num-func num-func-identity :frame-num (ja-aframe (-> self open-frame) 0))
(goto cfg-42)
)
(suspend)
(ja :num! (seek! 0.0 2.0))
(transform-post)
)
(label cfg-42)
(if (< 0.0 (check-crossing-distance self (target-pos 0) #f))
((lambda :behavior com-airlock
()
(let ((gp-0 (res-lump-struct (-> self entity) 'on-exit structure)))
(if (and gp-0 (not *scene-player*))
(eval!
(new 'stack 'script-context (the-as basic (process->ppointer self)) self (the-as vector #f))
(the-as pair gp-0)
)
)
)
(the-as
pair
(when (-> self were-behind?)
(let ((gp-1 (res-lump-struct (-> self entity) 'on-inside structure)))
(set! (-> self were-behind?) #f)
(if (and gp-1 (not *scene-player*))
(eval!
(new 'stack 'script-context (the-as basic (process->ppointer self)) self (the-as vector #f))
(the-as pair gp-1)
)
)
)
)
)
)
)
)
(when (nonzero? (-> self sound-id))
(let ((v1-46 (the-as sound-rpc-set-param (get-sound-buffer-entry))))
(set! (-> v1-46 command) (sound-command set-param))
(set! (-> v1-46 id) (-> self sound-id))
(set! (-> v1-46 params volume) -4)
(set! (-> v1-46 auto-time) 24)
(set! (-> v1-46 auto-from) 2)
(set! (-> v1-46 params mask) (the-as uint 17))
(-> v1-46 id)
)
(set! (-> self sound-id) (new 'static 'sound-id))
0
)
(if (and (-> self sound-close-stop) (not arg0) (-> self visible-move?))
(sound-play-by-spec (-> self sound-close-stop) (new-sound-id) (the-as vector #t))
)
(while (not (ja-min? 0))
(if (and (zero? (-> self sound-id))
(-> self sound-post-close)
(and (or (-> self sound-behind?) (>= (check-crossing-distance self (target-pos 0) #f) 0.0))
(not arg0)
(-> self visible-move?)
)
)
(set! (-> self sound-id) (sound-play-by-spec (-> self sound-post-close) (new-sound-id) (the-as vector #t)))
)
(rotate-gear! self 65536.0)
(suspend)
(ja :num! (seek! 0.0))
(transform-post)
)
(when (nonzero? (-> self sound-id))
(let ((v1-71 (the-as sound-rpc-set-param (get-sound-buffer-entry))))
(set! (-> v1-71 command) (sound-command set-param))
(set! (-> v1-71 id) (-> self sound-id))
(set! (-> v1-71 params volume) -4)
(set! (-> v1-71 auto-time) 24)
(set! (-> v1-71 auto-from) 2)
(set! (-> v1-71 params mask) (the-as uint 17))
(-> v1-71 id)
)
(set! (-> self sound-id) (new 'static 'sound-id))
(if (-> self sound-post-close-stop)
(sound-play-by-spec (-> self sound-post-close-stop) (new-sound-id) (the-as vector #t))
)
)
(when (< 0.0 (check-crossing-distance self (target-pos 0) #f))
(let ((gp-3 (res-lump-struct (-> self entity) 'on-deactivate structure)))
(if (and gp-3 (not *scene-player*))
(eval!
(new 'stack 'script-context (the-as basic (process->ppointer self)) self (the-as vector #f))
(the-as pair gp-3)
)
)
)
)
(while (!= (-> self gear-rotv) 0.0)
(rotate-gear! self 0.0)
(suspend)
(transform-post)
)
(when (nonzero? (-> self gear-sound-id))
(let ((v1-91 (the-as sound-rpc-set-param (get-sound-buffer-entry))))
(set! (-> v1-91 command) (sound-command set-param))
(set! (-> v1-91 id) (-> self gear-sound-id))
(set! (-> v1-91 params volume) -4)
(set! (-> v1-91 auto-time) 24)
(set! (-> v1-91 auto-from) 2)
(set! (-> v1-91 params mask) (the-as uint 17))
(-> v1-91 id)
)
(set! (-> self gear-sound-id) (new 'static 'sound-id))
0
)
)
(ja :group! (get-art-by-name (-> self draw art-group) "idle" art-joint-anim) :num! min)
(transform-post)
(logior! (-> self mask) (process-mask sleep-code))
(suspend)
0
(none)
)
)
(defstate open (com-airlock)
:virtual #t
:event (-> (method-of-type com-airlock close) event)
:enter (behavior ((arg0 symbol))
(set! (-> self visible-move?) #f)
(none)
)
:exit (-> (method-of-type com-airlock close) exit)
:trans (behavior ()
(if (logtest? (-> self draw status) (draw-control-status on-screen))
(set! (-> self visible-move?) #t)
)
(if (not (want-cross-airlock? self))
(go-virtual close #f)
)
(when (logtest? (-> self mask) (process-mask sleep-code))
(let ((v1-14 (destination-loaded? self 'display)))
(when (or (not v1-14) (= v1-14 'unknown))
(if (and (not v1-14) (< (-> self open-frame) (ja-aframe-num 0)))
(ja :num-func num-func-identity :frame-num (ja-aframe (-> self open-frame) 0))
)
(go-virtual close #f)
)
)
)
(none)
)
:code (behavior ((arg0 symbol))
(when (not arg0)
(when (< (check-crossing-distance self (target-pos 0) #f) 0.0)
(if (< (ja-aframe-num 0) (-> self pre-open-frame))
(ja :num-func num-func-identity :frame-num (ja-aframe (-> self pre-open-frame) 0))
)
)
(while (< (ja-aframe-num 0) (-> self lock-frame))
(if (and (zero? (-> self sound-id))
(-> self sound-pre-open)
(and (or (-> self sound-behind?) (>= (check-crossing-distance self (target-pos 0) #f) 0.0))
(not arg0)
(-> self visible-move?)
)
)
(set! (-> self sound-id) (sound-play-by-spec (-> self sound-pre-open) (new-sound-id) (the-as vector #t)))
)
(rotate-gear! self 65536.0)
(suspend)
(ja :num! (seek! (ja-aframe (-> self lock-frame) 0) (-> self pre-open-speed)))
(transform-post)
)
(when (nonzero? (-> self sound-id))
(let ((v1-26 (the-as sound-rpc-set-param (get-sound-buffer-entry))))
(set! (-> v1-26 command) (sound-command set-param))
(set! (-> v1-26 id) (-> self sound-id))
(set! (-> v1-26 params volume) -4)
(set! (-> v1-26 auto-time) 24)
(set! (-> v1-26 auto-from) 2)
(set! (-> v1-26 params mask) (the-as uint 17))
(-> v1-26 id)
)
(set! (-> self sound-id) (new 'static 'sound-id))
(if (-> self sound-pre-open-stop)
(sound-play-by-spec (-> self sound-pre-open-stop) (new-sound-id) (the-as vector #t))
)
)
(while (< (ja-aframe-num 0) (-> self open-frame))
(if (and (zero? (-> self sound-id))
(-> self sound-lock-loop)
(and (or (-> self sound-behind?) (>= (check-crossing-distance self (target-pos 0) #f) 0.0))
(not arg0)
(-> self visible-move?)
)
)
(set! (-> self sound-id) (sound-play-by-spec (-> self sound-lock-loop) (new-sound-id) (the-as vector #t)))
)
(rotate-gear! self 65536.0)
(suspend)
(ja :num! (seek! (ja-aframe (-> self open-frame) 0) 2.0))
(transform-post)
)
(when (nonzero? (-> self sound-id))
(let ((v1-49 (the-as sound-rpc-set-param (get-sound-buffer-entry))))
(set! (-> v1-49 command) (sound-command set-param))
(set! (-> v1-49 id) (-> self sound-id))
(set! (-> v1-49 params volume) -4)
(set! (-> v1-49 auto-time) 24)
(set! (-> v1-49 auto-from) 2)
(set! (-> v1-49 params mask) (the-as uint 17))
(-> v1-49 id)
)
(set! (-> self sound-id) (new 'static 'sound-id))
(if (-> self sound-lock-stop)
(sound-play-by-spec (-> self sound-lock-stop) (new-sound-id) (the-as vector #t))
)
)
(while (not (destination-loaded? self #t))
(rotate-gear! self 65536.0)
(suspend)
(transform-post)
)
(process-entity-status! self (entity-perm-status subtask-complete) #t)
(let ((s5-10 (res-lump-struct (-> self entity) 'on-enter structure)))
(if s5-10
(eval!
(new 'stack 'script-context (the-as basic (process->ppointer self)) self (the-as vector #f))
(the-as pair s5-10)
)
)
)
(if (and (-> self sound-open)
(and (or (-> self sound-behind?) (>= (check-crossing-distance self (target-pos 0) #f) 0.0))
(not arg0)
(-> self visible-move?)
)
)
(sound-play-by-spec (-> self sound-open) (new-sound-id) (the-as vector #t))
)
(if (and (-> self sound-open-loop)
(and (or (-> self sound-behind?) (>= (check-crossing-distance self (target-pos 0) #f) 0.0))
(not arg0)
(-> self visible-move?)
)
)
(set! (-> self sound-id) (sound-play-by-spec (-> self sound-open-loop) (new-sound-id) (the-as vector #t)))
)
(set! (-> *ACTOR-bank* birth-max) 1000)
(while (not (ja-max? 0))
(rotate-gear! self 65536.0)
(suspend)
(ja :num! (seek!))
(transform-post)
)
(when (nonzero? (-> self sound-id))
(let ((v1-94 (the-as sound-rpc-set-param (get-sound-buffer-entry))))
(set! (-> v1-94 command) (sound-command set-param))
(set! (-> v1-94 id) (-> self sound-id))
(set! (-> v1-94 params volume) -4)
(set! (-> v1-94 auto-time) 24)
(set! (-> v1-94 auto-from) 2)
(set! (-> v1-94 params mask) (the-as uint 17))
(-> v1-94 id)
)
(set! (-> self sound-id) (new 'static 'sound-id))
0
)
(when (nonzero? (-> self gear-sound-id))
(let ((v1-99 (the-as sound-rpc-set-param (get-sound-buffer-entry))))
(set! (-> v1-99 command) (sound-command set-param))
(set! (-> v1-99 id) (-> self gear-sound-id))
(set! (-> v1-99 params volume) -4)
(set! (-> v1-99 auto-time) 24)
(set! (-> v1-99 auto-from) 2)
(set! (-> v1-99 params mask) (the-as uint 17))
(-> v1-99 id)
)
(set! (-> self gear-sound-id) (new 'static 'sound-id))
0
)
(if (and (-> self sound-open-stop) (not arg0) (-> self visible-move?))
(sound-play-by-spec (-> self sound-open-stop) (new-sound-id) (the-as vector #t))
)
)
(process-entity-status! self (entity-perm-status subtask-complete) #t)
(ja :group! (get-art-by-name (-> self draw art-group) "idle" art-joint-anim)
:num! (identity
(the float (+ (-> (get-art-by-name (-> self draw art-group) "idle" art-joint-anim) frames num-frames) -1))
)
)
(transform-post)
(logior! (-> self mask) (process-mask sleep-code))
(suspend)
0
(none)
)
)
(deftype com-airlock-outer (com-airlock)
()
:heap-base #x100
:method-count-assert 28
:size-assert #x174
:flag-assert #x1c01000174
)
;; WARN: Return type mismatch object vs none.
(defmethod init-from-entity! com-airlock-outer ((obj com-airlock-outer) (arg0 entity-actor))
"Typically the method that does the initial setup on the process, potentially using the [[entity-actor]] provided as part of that.
This commonly includes things such as:
- stack size
- collision information
- loading the skeleton group / bones
- sounds"
(stack-size-set! (-> obj main-thread) 1024)
(let ((s5-0 (new 'process 'collide-shape obj (collide-list-enum usually-hit-by-player))))
(set! (-> s5-0 penetrated-by) (penetrate))
(let ((s4-0 (new 'process 'collide-shape-prim-group s5-0 (the-as uint 2) 0)))
(set! (-> s5-0 total-prims) (the-as uint 3))
(set! (-> s4-0 prim-core collide-as) (collide-spec obstacle))
(set! (-> s4-0 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> s4-0 prim-core action) (collide-action solid))
(set-vector! (-> s4-0 local-sphere) 0.0 20480.0 0.0 57344.0)
(set! (-> s5-0 root-prim) s4-0)
)
(let ((v1-8 (new 'process 'collide-shape-prim-mesh s5-0 (the-as uint 0) (the-as uint 0))))
(set! (-> v1-8 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-8 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> v1-8 prim-core action) (collide-action solid))
(set! (-> v1-8 transform-index) 4)
(set-vector! (-> v1-8 local-sphere) 0.0 20480.0 0.0 32768.0)
)
(let ((v1-10 (new 'process 'collide-shape-prim-mesh s5-0 (the-as uint 1) (the-as uint 0))))
(set! (-> v1-10 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-10 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> v1-10 prim-core action) (collide-action solid))
(set! (-> v1-10 transform-index) 7)
(set-vector! (-> v1-10 local-sphere) 0.0 20480.0 0.0 32768.0)
)
(set! (-> s5-0 nav-radius) (* 0.75 (-> s5-0 root-prim local-sphere w)))
(let ((v1-13 (-> s5-0 root-prim)))
(set! (-> s5-0 backup-collide-as) (-> v1-13 prim-core collide-as))
(set! (-> s5-0 backup-collide-with) (-> v1-13 prim-core collide-with))
)
(set! (-> obj root-override) s5-0)
)
(init-airlock! obj)
(initialize-skeleton
obj
(the-as skeleton-group (art-group-get-by-name *level* "skel-com-airlock-outer" (the-as (pointer uint32) #f)))
(the-as pair 0)
)
(set! (-> obj pre-open-frame) 35.0)
(set! (-> obj lock-frame) 45.0)
(set! (-> obj open-frame) 45.0)
(set! (-> obj sound-pre-open) (static-sound-spec "airlock-slider"))
(set! (-> obj sound-pre-open-stop) (static-sound-spec "airlock-slide-e"))
(set! (-> obj sound-open) (static-sound-spec "airlock-seal"))
(set! (-> obj sound-open-loop) (static-sound-spec "airlock-open"))
(set! (-> obj sound-open-stop) (static-sound-spec "airlock-hit"))
(set! (-> obj sound-close-loop) (static-sound-spec "airlock-open"))
(set! (-> obj sound-close-stop) (static-sound-spec "airlock-hit"))
(set! (-> obj sound-post-close) (static-sound-spec "airlock-slider"))
(set! (-> obj sound-post-close-stop) (static-sound-spec "airlock-slide-e"))
(go (method-of-object obj close) #t)
(none)
)
(deftype com-airlock-inner (com-airlock)
()
:heap-base #x100
:method-count-assert 28
:size-assert #x174
:flag-assert #x1c01000174
)
;; WARN: Return type mismatch object vs none.
(defmethod init-from-entity! com-airlock-inner ((obj com-airlock-inner) (arg0 entity-actor))
"Typically the method that does the initial setup on the process, potentially using the [[entity-actor]] provided as part of that.
This commonly includes things such as:
- stack size
- collision information
- loading the skeleton group / bones
- sounds"
(stack-size-set! (-> obj main-thread) 1024)
(let ((s5-0 (new 'process 'collide-shape obj (collide-list-enum usually-hit-by-player))))
(set! (-> s5-0 penetrated-by) (penetrate))
(let ((s4-0 (new 'process 'collide-shape-prim-group s5-0 (the-as uint 2) 0)))
(set! (-> s5-0 total-prims) (the-as uint 3))
(set! (-> s4-0 prim-core collide-as) (collide-spec obstacle))
(set! (-> s4-0 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> s4-0 prim-core action) (collide-action solid))
(set-vector! (-> s4-0 local-sphere) 0.0 20480.0 0.0 57344.0)
(set! (-> s5-0 root-prim) s4-0)
)
(let ((v1-8 (new 'process 'collide-shape-prim-mesh s5-0 (the-as uint 0) (the-as uint 0))))
(set! (-> v1-8 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-8 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> v1-8 prim-core action) (collide-action solid))
(set! (-> v1-8 transform-index) 4)
(set-vector! (-> v1-8 local-sphere) 0.0 20480.0 0.0 32768.0)
)
(let ((v1-10 (new 'process 'collide-shape-prim-mesh s5-0 (the-as uint 1) (the-as uint 0))))
(set! (-> v1-10 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-10 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> v1-10 prim-core action) (collide-action solid))
(set! (-> v1-10 transform-index) 8)
(set-vector! (-> v1-10 local-sphere) 0.0 20480.0 0.0 32768.0)
)
(set! (-> s5-0 nav-radius) (* 0.75 (-> s5-0 root-prim local-sphere w)))
(let ((v1-13 (-> s5-0 root-prim)))
(set! (-> s5-0 backup-collide-as) (-> v1-13 prim-core collide-as))
(set! (-> s5-0 backup-collide-with) (-> v1-13 prim-core collide-with))
)
(set! (-> obj root-override) s5-0)
)
(initialize-skeleton
obj
(the-as skeleton-group (art-group-get-by-name *level* "skel-com-airlock-inner" (the-as (pointer uint32) #f)))
(the-as pair 0)
)
(init-airlock! obj)
(set! (-> obj lock-frame) 37.0)
(set! (-> obj pre-open-frame) 65.0)
(set! (-> obj open-frame) 75.0)
(set! (-> obj gear) (new 'process 'joint-mod (joint-mod-mode rotate) obj 12))
(set! (-> obj inner?)
(logtest? (the-as int (res-lump-value (-> obj entity) 'options uint128 :default (the-as uint128 1) :time -1000000000.0))
1
)
)
(set! (-> obj pre-open-speed) 0.9)
(set! (-> obj sound-gear) (static-sound-spec "airlock-gear"))
(set! (-> obj sound-pre-open) (static-sound-spec "airlock-slider"))
(set! (-> obj sound-pre-open-stop) (static-sound-spec "airlock-slide-e"))
(set! (-> obj sound-lock-loop) (static-sound-spec "airlock-turn"))
(set! (-> obj sound-lock-stop) (static-sound-spec "airlock-unlock"))
(set! (-> obj sound-open) (static-sound-spec "airlock-seal"))
(set! (-> obj sound-open-loop) (static-sound-spec "airlock-open"))
(set! (-> obj sound-open-stop) (static-sound-spec "airlock-hit"))
(set! (-> obj sound-close-loop) (static-sound-spec "airlock-open"))
(set! (-> obj sound-close-stop) (static-sound-spec "airlock-hit"))
(go (method-of-object obj close) #t)
(none)
)
(defskelgroup skel-fort-entry-gate fort-entry-gate fort-entry-gate-lod0-jg fort-entry-gate-idle-ja
((fort-entry-gate-lod0-mg (meters 999999)))
:bounds (static-spherem 0 3 0 10)
)
(deftype fort-entry-gate (com-airlock)
()
:heap-base #x100
:method-count-assert 28
:size-assert #x174
:flag-assert #x1c01000174
)
;; WARN: Return type mismatch object vs none.
(defmethod init-from-entity! fort-entry-gate ((obj fort-entry-gate) (arg0 entity-actor))
"Typically the method that does the initial setup on the process, potentially using the [[entity-actor]] provided as part of that.
This commonly includes things such as:
- stack size
- collision information
- loading the skeleton group / bones
- sounds"
(stack-size-set! (-> obj main-thread) 1024)
(let ((s5-0 (new 'process 'collide-shape obj (collide-list-enum usually-hit-by-player))))
(set! (-> s5-0 penetrated-by) (penetrate))
(let ((s4-0 (new 'process 'collide-shape-prim-group s5-0 (the-as uint 2) 0)))
(set! (-> s5-0 total-prims) (the-as uint 3))
(set! (-> s4-0 prim-core collide-as) (collide-spec obstacle))
(set! (-> s4-0 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> s4-0 prim-core action) (collide-action solid))
(set-vector! (-> s4-0 local-sphere) 0.0 12288.0 0.0 40960.0)
(set! (-> s5-0 root-prim) s4-0)
)
(let ((v1-8 (new 'process 'collide-shape-prim-mesh s5-0 (the-as uint 0) (the-as uint 0))))
(set! (-> v1-8 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-8 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> v1-8 prim-core action) (collide-action solid))
(set! (-> v1-8 transform-index) 4)
(set-vector! (-> v1-8 local-sphere) 8192.0 16384.0 0.0 20480.0)
)
(let ((v1-10 (new 'process 'collide-shape-prim-mesh s5-0 (the-as uint 1) (the-as uint 0))))
(set! (-> v1-10 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-10 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> v1-10 prim-core action) (collide-action solid))
(set! (-> v1-10 transform-index) 5)
(set-vector! (-> v1-10 local-sphere) -8192.0 16384.0 0.0 20480.0)
)
(set! (-> s5-0 nav-radius) (* 0.75 (-> s5-0 root-prim local-sphere w)))
(let ((v1-13 (-> s5-0 root-prim)))
(set! (-> s5-0 backup-collide-as) (-> v1-13 prim-core collide-as))
(set! (-> s5-0 backup-collide-with) (-> v1-13 prim-core collide-with))
)
(set! (-> obj root-override) s5-0)
)
(initialize-skeleton
obj
(the-as skeleton-group (art-group-get-by-name *level* "skel-fort-entry-gate" (the-as (pointer uint32) #f)))
(the-as pair 0)
)
(init-airlock! obj)
(set! (-> obj sound-open-loop) (static-sound-spec "door-open"))
(set! (-> obj sound-open-stop) (static-sound-spec "door-stop-open"))
(set! (-> obj sound-close-loop) (static-sound-spec "door-close"))
(set! (-> obj sound-close-stop) (static-sound-spec "door-stop-close"))
(go (method-of-object obj close) #t)
(none)
)
(defskelgroup skel-hip-door-a hip-door-a hip-door-a-lod0-jg hip-door-a-idle-ja
((hip-door-a-lod0-mg (meters 999999)))
:bounds (static-spherem 0 2 0 5)
)
(deftype hip-door-a (com-airlock)
()
:heap-base #x100
:method-count-assert 28
:size-assert #x174
:flag-assert #x1c01000174
)
;; WARN: Return type mismatch object vs none.
(defmethod init-from-entity! hip-door-a ((obj hip-door-a) (arg0 entity-actor))
"Typically the method that does the initial setup on the process, potentially using the [[entity-actor]] provided as part of that.
This commonly includes things such as:
- stack size
- collision information
- loading the skeleton group / bones
- sounds"
(stack-size-set! (-> obj main-thread) 1024)
(let ((s5-0 (new 'process 'collide-shape obj (collide-list-enum usually-hit-by-player))))
(set! (-> s5-0 penetrated-by) (penetrate))
(let ((s4-0 (new 'process 'collide-shape-prim-group s5-0 (the-as uint 2) 0)))
(set! (-> s5-0 total-prims) (the-as uint 3))
(set! (-> s4-0 prim-core collide-as) (collide-spec obstacle))
(set! (-> s4-0 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> s4-0 prim-core action) (collide-action solid))
(set-vector! (-> s4-0 local-sphere) 0.0 8192.0 0.0 20480.0)
(set! (-> s5-0 root-prim) s4-0)
)
(let ((v1-8 (new 'process 'collide-shape-prim-mesh s5-0 (the-as uint 0) (the-as uint 0))))
(set! (-> v1-8 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-8 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> v1-8 prim-core action) (collide-action solid))
(set! (-> v1-8 transform-index) 4)
(set-vector! (-> v1-8 local-sphere) 0.0 8192.0 0.0 16384.0)
)
(let ((v1-10 (new 'process 'collide-shape-prim-mesh s5-0 (the-as uint 1) (the-as uint 0))))
(set! (-> v1-10 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-10 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> v1-10 prim-core action) (collide-action solid))
(set! (-> v1-10 transform-index) 5)
(set-vector! (-> v1-10 local-sphere) 0.0 8192.0 0.0 16384.0)
)
(set! (-> s5-0 nav-radius) (* 0.75 (-> s5-0 root-prim local-sphere w)))
(let ((v1-13 (-> s5-0 root-prim)))
(set! (-> s5-0 backup-collide-as) (-> v1-13 prim-core collide-as))
(set! (-> s5-0 backup-collide-with) (-> v1-13 prim-core collide-with))
)
(set! (-> obj root-override) s5-0)
)
(initialize-skeleton
obj
(the-as skeleton-group (art-group-get-by-name *level* "skel-hip-door-a" (the-as (pointer uint32) #f)))
(the-as pair 0)
)
(init-airlock! obj)
(set! (-> obj sound-open-loop) (static-sound-spec "wood-door-open"))
(set! (-> obj sound-open-stop) (static-sound-spec "wood-open-hit"))
(set! (-> obj sound-close-loop) (static-sound-spec "wood-door-close"))
(set! (-> obj sound-close-stop) (static-sound-spec "wood-close-hit"))
(set! (-> obj door-radius) 8192.0)
(go (method-of-object obj close) #t)
(none)
)
(defskelgroup skel-tomb-mar-door tomb-mar-door tomb-mar-door-lod0-jg tomb-mar-door-idle-ja
((tomb-mar-door-lod0-mg (meters 999999)))
:bounds (static-spherem 0 6 0 18)
:origin-joint-index 3
)
(deftype tomb-mar-door (com-airlock)
()
:heap-base #x100
:method-count-assert 28
:size-assert #x174
:flag-assert #x1c01000174
)
;; WARN: Return type mismatch object vs none.
(defmethod init-from-entity! tomb-mar-door ((obj tomb-mar-door) (arg0 entity-actor))
"Typically the method that does the initial setup on the process, potentially using the [[entity-actor]] provided as part of that.
This commonly includes things such as:
- stack size
- collision information
- loading the skeleton group / bones
- sounds"
(stack-size-set! (-> obj main-thread) 1024)
(let ((s5-0 (new 'process 'collide-shape obj (collide-list-enum usually-hit-by-player))))
(set! (-> s5-0 penetrated-by) (penetrate))
(let ((v1-2 (new 'process 'collide-shape-prim-mesh s5-0 (the-as uint 0) (the-as uint 0))))
(set! (-> v1-2 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-2 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> v1-2 prim-core action) (collide-action solid))
(set! (-> v1-2 transform-index) 3)
(set-vector! (-> v1-2 local-sphere) 0.0 24576.0 0.0 73728.0)
(set! (-> s5-0 total-prims) (the-as uint 1))
(set! (-> s5-0 root-prim) v1-2)
)
(set! (-> s5-0 nav-radius) (* 0.75 (-> s5-0 root-prim local-sphere w)))
(let ((v1-5 (-> s5-0 root-prim)))
(set! (-> s5-0 backup-collide-as) (-> v1-5 prim-core collide-as))
(set! (-> s5-0 backup-collide-with) (-> v1-5 prim-core collide-with))
)
(set! (-> obj root-override) s5-0)
)
(initialize-skeleton
obj
(the-as skeleton-group (art-group-get-by-name *level* "skel-tomb-mar-door" (the-as (pointer uint32) #f)))
(the-as pair 0)
)
(init-airlock! obj)
(set! (-> obj sound-open-loop) (static-sound-spec "wing-door-open"))
(set! (-> obj sound-open-stop) (static-sound-spec "wing-open-hit"))
(set! (-> obj sound-close-loop) (static-sound-spec "wing-door-close"))
(set! (-> obj sound-close-stop) (static-sound-spec "wing-close-hit"))
(go (method-of-object obj close) #t)
(none)
)
(deftype cas-front-door (com-airlock-outer)
()
:heap-base #x100
:method-count-assert 28
:size-assert #x174
:flag-assert #x1c01000174
)
(defskelgroup skel-pal-throne-door pal-throne-door pal-throne-door-lod0-jg pal-throne-door-idle-ja
((pal-throne-door-lod0-mg (meters 999999)))
:bounds (static-spherem 0 6 0 24)
:origin-joint-index 3
)
(deftype pal-throne-door (com-airlock)
()
:heap-base #x100
:method-count-assert 28
:size-assert #x174
:flag-assert #x1c01000174
)
;; WARN: Return type mismatch object vs none.
(defmethod init-from-entity! pal-throne-door ((obj pal-throne-door) (arg0 entity-actor))
"Typically the method that does the initial setup on the process, potentially using the [[entity-actor]] provided as part of that.
This commonly includes things such as:
- stack size
- collision information
- loading the skeleton group / bones
- sounds"
(stack-size-set! (-> obj main-thread) 1024)
(let ((s5-0 (new 'process 'collide-shape obj (collide-list-enum usually-hit-by-player))))
(set! (-> s5-0 penetrated-by) (penetrate))
(let ((s4-0 (new 'process 'collide-shape-prim-group s5-0 (the-as uint 2) 0)))
(set! (-> s5-0 total-prims) (the-as uint 3))
(set! (-> s4-0 prim-core collide-as) (collide-spec obstacle))
(set! (-> s4-0 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> s4-0 prim-core action) (collide-action solid))
(set-vector! (-> s4-0 local-sphere) 0.0 24576.0 0.0 73728.0)
(set! (-> s5-0 root-prim) s4-0)
)
(let ((v1-8 (new 'process 'collide-shape-prim-mesh s5-0 (the-as uint 1) (the-as uint 0))))
(set! (-> v1-8 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-8 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> v1-8 prim-core action) (collide-action solid))
(set! (-> v1-8 transform-index) 5)
(set-vector! (-> v1-8 local-sphere) 0.0 -24576.0 0.0 65536.0)
)
(let ((v1-10 (new 'process 'collide-shape-prim-mesh s5-0 (the-as uint 0) (the-as uint 0))))
(set! (-> v1-10 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-10 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> v1-10 prim-core action) (collide-action solid))
(set! (-> v1-10 transform-index) 4)
(set-vector! (-> v1-10 local-sphere) 0.0 -24576.0 0.0 65536.0)
)
(set! (-> s5-0 nav-radius) (* 0.75 (-> s5-0 root-prim local-sphere w)))
(let ((v1-13 (-> s5-0 root-prim)))
(set! (-> s5-0 backup-collide-as) (-> v1-13 prim-core collide-as))
(set! (-> s5-0 backup-collide-with) (-> v1-13 prim-core collide-with))
)
(set! (-> obj root-override) s5-0)
)
(initialize-skeleton
obj
(the-as skeleton-group (art-group-get-by-name *level* "skel-pal-throne-door" (the-as (pointer uint32) #f)))
(the-as pair 0)
)
(init-airlock! obj)
(set! (-> obj sound-open-loop) (static-sound-spec "wood-door-slide"))
(set! (-> obj sound-open-stop) (static-sound-spec "wood-door-hit"))
(set! (-> obj sound-close-loop) (static-sound-spec "wood-door-slide"))
(set! (-> obj sound-close-stop) (static-sound-spec "wood-door-hit"))
(set! (-> obj sound-behind?) #t)
(go (method-of-object obj close) #t)
(none)
)
(defskelgroup skel-vin-door-ctyinda vin-door-ctyinda 0 2
((1 (meters 999999)))
:bounds (static-spherem 0 3 0 6)
)
(deftype vin-door-ctyinda (com-airlock)
()
:heap-base #x100
:method-count-assert 28
:size-assert #x174
:flag-assert #x1c01000174
)
;; WARN: Return type mismatch object vs none.
(defmethod init-from-entity! vin-door-ctyinda ((obj vin-door-ctyinda) (arg0 entity-actor))
"Typically the method that does the initial setup on the process, potentially using the [[entity-actor]] provided as part of that.
This commonly includes things such as:
- stack size
- collision information
- loading the skeleton group / bones
- sounds"
(stack-size-set! (-> obj main-thread) 1024)
(let ((s5-0 (new 'process 'collide-shape obj (collide-list-enum usually-hit-by-player))))
(set! (-> s5-0 penetrated-by) (penetrate))
(let ((s4-0 (new 'process 'collide-shape-prim-group s5-0 (the-as uint 2) 0)))
(set! (-> s5-0 total-prims) (the-as uint 3))
(set! (-> s4-0 prim-core collide-as) (collide-spec obstacle))
(set! (-> s4-0 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> s4-0 prim-core action) (collide-action solid))
(set-vector! (-> s4-0 local-sphere) 0.0 12288.0 0.0 24576.0)
(set! (-> s5-0 root-prim) s4-0)
)
(let ((v1-8 (new 'process 'collide-shape-prim-mesh s5-0 (the-as uint 0) (the-as uint 0))))
(set! (-> v1-8 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-8 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> v1-8 prim-core action) (collide-action solid))
(set! (-> v1-8 transform-index) 4)
(set-vector! (-> v1-8 local-sphere) 8192.0 16384.0 0.0 20480.0)
)
(let ((v1-10 (new 'process 'collide-shape-prim-mesh s5-0 (the-as uint 1) (the-as uint 0))))
(set! (-> v1-10 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-10 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> v1-10 prim-core action) (collide-action solid))
(set! (-> v1-10 transform-index) 5)
(set-vector! (-> v1-10 local-sphere) -8192.0 16384.0 0.0 20480.0)
)
(set! (-> s5-0 nav-radius) (* 0.75 (-> s5-0 root-prim local-sphere w)))
(let ((v1-13 (-> s5-0 root-prim)))
(set! (-> s5-0 backup-collide-as) (-> v1-13 prim-core collide-as))
(set! (-> s5-0 backup-collide-with) (-> v1-13 prim-core collide-with))
)
(set! (-> obj root-override) s5-0)
)
(initialize-skeleton
obj
(the-as skeleton-group (art-group-get-by-name *level* "skel-vin-door-ctyinda" (the-as (pointer uint32) #f)))
(the-as pair 0)
)
(init-airlock! obj)
(set! (-> obj sound-open-loop) (static-sound-spec "wood-door-open"))
(set! (-> obj sound-open-stop) (static-sound-spec "wood-open-hit"))
(set! (-> obj sound-close-loop) (static-sound-spec "wood-door-close"))
(set! (-> obj sound-close-stop) (static-sound-spec "wood-close-hit"))
(set! (-> obj door-radius) 8192.0)
(go (method-of-object obj close) #t)
(none)
)
(defskelgroup skel-under-door hip-door-a hip-door-a-lod0-jg hip-door-a-idle-ja
((hip-door-a-lod0-mg (meters 999999)))
:bounds (static-spherem 0 2 0 5)
)
(deftype under-door (com-airlock)
()
:heap-base #x100
:method-count-assert 28
:size-assert #x174
:flag-assert #x1c01000174
)
;; WARN: Return type mismatch object vs none.
(defmethod init-from-entity! under-door ((obj under-door) (arg0 entity-actor))
"Typically the method that does the initial setup on the process, potentially using the [[entity-actor]] provided as part of that.
This commonly includes things such as:
- stack size
- collision information
- loading the skeleton group / bones
- sounds"
(stack-size-set! (-> obj main-thread) 1024) ;; added
(let ((s5-0 (new 'process 'collide-shape obj (collide-list-enum usually-hit-by-player))))
(set! (-> s5-0 penetrated-by) (penetrate))
(let ((s4-0 (new 'process 'collide-shape-prim-group s5-0 (the-as uint 2) 0)))
(set! (-> s5-0 total-prims) (the-as uint 3))
(set! (-> s4-0 prim-core collide-as) (collide-spec obstacle))
(set! (-> s4-0 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> s4-0 prim-core action) (collide-action solid))
(set-vector! (-> s4-0 local-sphere) 0.0 8192.0 0.0 20480.0)
(set! (-> s5-0 root-prim) s4-0)
)
(let ((v1-8 (new 'process 'collide-shape-prim-mesh s5-0 (the-as uint 0) (the-as uint 0))))
(set! (-> v1-8 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-8 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> v1-8 prim-core action) (collide-action solid))
(set! (-> v1-8 transform-index) 4)
(set-vector! (-> v1-8 local-sphere) 0.0 8192.0 0.0 16384.0)
)
(let ((v1-10 (new 'process 'collide-shape-prim-mesh s5-0 (the-as uint 1) (the-as uint 0))))
(set! (-> v1-10 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-10 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> v1-10 prim-core action) (collide-action solid))
(set! (-> v1-10 transform-index) 5)
(set-vector! (-> v1-10 local-sphere) 0.0 8192.0 0.0 16384.0)
)
(set! (-> s5-0 nav-radius) (* 0.75 (-> s5-0 root-prim local-sphere w)))
(let ((v1-13 (-> s5-0 root-prim)))
(set! (-> s5-0 backup-collide-as) (-> v1-13 prim-core collide-as))
(set! (-> s5-0 backup-collide-with) (-> v1-13 prim-core collide-with))
)
(set! (-> obj root-override) s5-0)
)
(initialize-skeleton
obj
(the-as skeleton-group (art-group-get-by-name *level* "skel-under-door" (the-as (pointer uint32) #f)))
(the-as pair 0)
)
(init-airlock! obj)
(set! (-> obj sound-open-loop) (static-sound-spec "wood-door-open"))
(set! (-> obj sound-open-stop) (static-sound-spec "wood-open-hit"))
(set! (-> obj sound-close-loop) (static-sound-spec "wood-door-close"))
(set! (-> obj sound-close-stop) (static-sound-spec "wood-close-hit"))
(set! (-> obj door-radius) 8192.0)
(go (method-of-object obj close) #t)
(none)
)
(defskelgroup skel-oracle-door oracle-door 0 2 ((1 (meters 999999))) :bounds (static-spherem 0 4 0 10))
(deftype oracle-door (com-airlock)
()
:heap-base #x100
:method-count-assert 28
:size-assert #x174
:flag-assert #x1c01000174
)
;; WARN: Return type mismatch object vs none.
(defmethod init-from-entity! oracle-door ((obj oracle-door) (arg0 entity-actor))
"Typically the method that does the initial setup on the process, potentially using the [[entity-actor]] provided as part of that.
This commonly includes things such as:
- stack size
- collision information
- loading the skeleton group / bones
- sounds"
(stack-size-set! (-> obj main-thread) 1024)
(let ((s5-0 (new 'process 'collide-shape obj (collide-list-enum usually-hit-by-player))))
(set! (-> s5-0 penetrated-by) (penetrate))
(let ((s4-0 (new 'process 'collide-shape-prim-group s5-0 (the-as uint 2) 0)))
(set! (-> s5-0 total-prims) (the-as uint 3))
(set! (-> s4-0 prim-core collide-as) (collide-spec obstacle))
(set! (-> s4-0 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> s4-0 prim-core action) (collide-action solid))
(set-vector! (-> s4-0 local-sphere) 0.0 8192.0 0.0 20480.0)
(set! (-> s5-0 root-prim) s4-0)
)
(let ((v1-8 (new 'process 'collide-shape-prim-mesh s5-0 (the-as uint 0) (the-as uint 0))))
(set! (-> v1-8 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-8 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> v1-8 prim-core action) (collide-action solid))
(set! (-> v1-8 transform-index) 4)
(set-vector! (-> v1-8 local-sphere) 0.0 8192.0 0.0 16384.0)
)
(let ((v1-10 (new 'process 'collide-shape-prim-mesh s5-0 (the-as uint 1) (the-as uint 0))))
(set! (-> v1-10 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-10 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> v1-10 prim-core action) (collide-action solid))
(set! (-> v1-10 transform-index) 5)
(set-vector! (-> v1-10 local-sphere) 0.0 8192.0 0.0 16384.0)
)
(set! (-> s5-0 nav-radius) (* 0.75 (-> s5-0 root-prim local-sphere w)))
(let ((v1-13 (-> s5-0 root-prim)))
(set! (-> s5-0 backup-collide-as) (-> v1-13 prim-core collide-as))
(set! (-> s5-0 backup-collide-with) (-> v1-13 prim-core collide-with))
)
(set! (-> obj root-override) s5-0)
)
(initialize-skeleton
obj
(the-as skeleton-group (art-group-get-by-name *level* "skel-oracle-door" (the-as (pointer uint32) #f)))
(the-as pair 0)
)
(init-airlock! obj)
(set! (-> obj sound-open-loop) (static-sound-spec "wood-door-open"))
(set! (-> obj sound-open-stop) (static-sound-spec "wood-open-hit"))
(set! (-> obj sound-close-loop) (static-sound-spec "wood-door-close"))
(set! (-> obj sound-close-stop) (static-sound-spec "wood-close-hit"))
(go (method-of-object obj close) #t)
(none)
)