1#include "Game/MapObj/BenefitItemLifeUp.hpp"
4BenefitItemLifeUp::BenefitItemLifeUp(
const char *pName) :
BenefitItemObj(pName,
"KinokoLifeUp") {
5 if (MR::isGalaxyDarkCometAppearInCurrentStage()) {
10void BenefitItemLifeUp::exeCatch() {
12 MR::changePlayerItemStatus(0xA);
17void BenefitItemLifeUp::initModelAndEfx() {
18 initModelManagerWithAnm(_120,
nullptr,
false);
19 initEffectKeeper(5,
"BenefitItemObj",
false);
20 initBinder(50.0f, 50.0f, 0);
26 MR::addHitSensorMapObj(
this,
"body", 4, 50.0f, offs);
29void BenefitItemLifeUp::runEfx(
const char *pName) {
32 strcat(str,
"LifeUp");
33 MR::emitEffect(
this, str);
36namespace NrvBenefitItemObj {
37 INIT_NERVE(HostTypeNrvWait);
38 INIT_NERVE(HostTypeNrvShoot);
39 INIT_NERVE(HostTypeNrvCatch);
40 INIT_NERVE(HostTypeNrvAppearGround);
41 INIT_NERVE(HostTypeNrvPreEscape);
42 INIT_NERVE(HostTypeNrvEscape);
49void BenefitItemLifeUp::stopEfx(
const char *pName) {
52 strcat(str,
"LifeUp");
53 MR::emitEffect(
this, str);
56BenefitItemLifeUp::~BenefitItemLifeUp() {
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.