SMG-Decomp
A decompilation of Super Mario Galaxy 1
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Air.hpp
1#pragma once
2
3#include "Game/LiveActor/LiveActor.hpp"
4
5class Air : public LiveActor {
6public:
7 Air(const char *);
8
9 virtual ~Air();
10 virtual void init(const JMapInfoIter &);
11 virtual void appear();
12 virtual void initModel(const char *);
13 virtual void setFarClipping();
14
15 bool isDrawing() const;
16 bool tryChange();
17 void appearFadeOut();
18 void appearFadeIn();
19 void exeIn();
20 void exeOut();
21
22 u8 _8C;
23 bool _8D;
24 f32 mDistance; // _90
25};
26
27class ProjectionMapAir : public Air {
28public:
29 ProjectionMapAir(const char *);
30
31 virtual ~ProjectionMapAir();
32 virtual void initModel(const char *);
33};
34
35class AirFar100m : public Air {
36public:
37 AirFar100m(const char *);
38
39 virtual ~AirFar100m();
40 virtual void setFarClipping();
41};
42
43class PriorDrawAir : public Air {
44public:
45 PriorDrawAir(const char *);
46
47 virtual ~PriorDrawAir();
48};
49
51public:
53
54 virtual ~PriorDrawAirHolder();
55
56 void add(PriorDrawAir *);
57 bool isExistValidDrawAir() const;
58
59 PriorDrawAir* mAirs[8]; // _C
60 s32 mAirCount; // _2C
61};
62
63namespace MR {
64 bool isExistPriorDrawAir();
65};
66
67namespace NrvAir {
68 NERVE_DECL(HostTypeIn, Air, Air::exeIn);
69 NERVE_DECL(HostTypeOut, Air, Air::exeOut);
70};
Definition Air.hpp:5
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
Definition Air.cpp:12
The basis of a drawable actor that can contain states (see: Nerve)
Definition LiveActor.hpp:24
The most basic form of an object.
Definition NameObj.hpp:11