SMG-Decomp
A decompilation of Super Mario Galaxy 1
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AllLiveActorGroup.cpp
1#include "Game/LiveActor/AllLiveActorGroup.hpp"
2#include "Game/LiveActor/ClippingDirector.hpp"
3#include "Game/Scene/SceneObjHolder.hpp"
4
5AllLiveActorGroup::AllLiveActorGroup() : LiveActorGroup("AllLiveActorGroup", 0xA00) {
6 _18 = 0;
7}
8
9void AllLiveActorGroup::initActorSystemInfo(const JMapInfoIter &rIter) {
10 if (mObjectCount <= 0) {
11 return;
12 }
13
14 s32 cnt = _18;
15
16 if (cnt == mObjectCount) {
17 return;
18 }
19
20 while (cnt != mObjectCount) {
21 LiveActor* actor = getActor(_18);
22 MR::getClippingDirector()->initActorSystemInfo(actor, rIter);
23 cnt++;
24 _18 = _18 + 1;
25 }
26}
27
28namespace MR {
29 AllLiveActorGroup* getAllLiveActorGroup() {
30 return (AllLiveActorGroup*)MR::getSceneObjHolder()->getObj(SceneObj_AllLiveActorGroup);
31 }
32
33 void startInitLiveActorSystemInfo() {
34 AllLiveActorGroup* allLiveActorGroup = (AllLiveActorGroup*)MR::getSceneObjHolder()->getObj(SceneObj_AllLiveActorGroup);
35 allLiveActorGroup->_18 = allLiveActorGroup->mObjectCount;
36 }
37
38 void initLiveActorSystemInfo(const JMapInfoIter &rIter) {
39 AllLiveActorGroup* group = (AllLiveActorGroup*)MR::getSceneObjHolder()->getObj(SceneObj_AllLiveActorGroup);
40 group->initActorSystemInfo(rIter);
41 }
42
43 void endInitLiveActorSystemInfo() {
44 MR::getSceneObjHolder()->getObj(SceneObj_AllLiveActorGroup);
45 MR::getClippingDirector()->endInitActorSystemInfo();
46 }
47};
48
49AllLiveActorGroup::~AllLiveActorGroup() {
50
51}
The basis of a drawable actor that can contain states (see: Nerve)
Definition LiveActor.hpp:24