3#include "Game/NameObj/NameObj.hpp"
4#include "Game/NameObj/NameObjArchiveListCollector.hpp"
5#include "Game/Util/Functor.hpp"
6#include <JSystem/JGeometry/TVec.hpp>
13 s32 getNumGrandStarForRevival(
const char *, s32) NO_INLINE;
14 s32 getNumGrandStarForOpen(
const char *, s32) NO_INLINE;
16 const char* cAstroDomeNameTable[6] = {
17 "AstroDomeObservatory",
25 const char* cAstroDomeSkyNameTable[6] = {
34 const char* cAstroDomeEntranceNameTable[6] = {
35 "AstroDomeEntranceObservatory",
36 "AstroDomeEntranceWell",
37 "AstroDomeEntranceKitchen",
38 "AstroDomeEntranceBedRoom",
39 "AstroDomeEntranceMachine",
40 "AstroDomeEntranceTower"
43 const char* cAstroStarPlateNameTable[6] = {
44 "AstroStarPlateObservatory",
46 "AstroStarPlateKitchen",
47 "AstroStarPlateBedRoom",
48 "AstroStarPlateMachine",
52 const char* cAstroNamePlateArcName =
"AstroNamePlateData";
53 const char* cAstroNamePlateFileName =
"AstroNamePlateData.bcsv";
61 static bool isAlreadyRevival(
const char *, s32);
62 static bool isEnableRevival(
const char *, s32);
63 static bool isAlreadyOpen(
const char *, s32);
64 static bool isEnableOpen(
const char *, s32);
66 static const char* getModelName(
const char *, s32);
67 static const JMapInfo* createAstroNamePlateParser();
68 static bool trySetAndShowNamePlate(
GalaxyNamePlate *,
const JMapInfo *,
const TVec3f &,
const char *, s32,
bool);
The basis of a drawable actor that can contain states (see: Nerve)
Stores archive names of NameObjs.