SMG-Decomp
A decompilation of Super Mario Galaxy 1
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AirBubble.hpp
1#pragma once
2
3#include "Game/LiveActor/LiveActor.hpp"
4
5class AirBubble : public LiveActor {
6public:
7 AirBubble(const char *);
8
9 virtual ~AirBubble();
10 virtual void init(const JMapInfoIter &);
11 virtual void initAfterPlacement();
12 virtual void appear();
13 virtual void kill();
14 virtual void control();
15 virtual bool receiveMsgPush(HitSensor *, HitSensor *);
16 virtual bool receiveOtherMsg(u32, HitSensor *, HitSensor *);
17
18 void appearMove(const TVec3f &, s32);
19 void exeWait();
20 void exeMove();
21 void exeBreak();
22 bool canSpinGet() const;
23
24 TVec3f _8C;
25 TVec3f _98;
26 TVec3f _A4;
27 f32 _B0;
28 u32 _B4;
29 u32 _B8;
30 u32 _BC;
31 f32 _C0;
32 s32 _C4;
33 u8 _C8;
34 u8 _C9;
35};
36
37namespace NrvAirBubble {
38 NERVE(AirBubbleNrvWait);
39 NERVE(AirBubbleNrvMove);
40 NERVE(AirBubbleNrvBreak);
41 NERVE(AirBubbleNrvKillWait);
42};
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
Definition AirBubble.cpp:11
The basis of a drawable actor that can contain states (see: Nerve)
Definition LiveActor.hpp:24