SMG-Decomp
A decompilation of Super Mario Galaxy 1
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BenefitItemObj.hpp
1#pragma once
2
3#include "Game/LiveActor/LiveActor.hpp"
4#include "Game/LiveActor/FlashingCtrl.hpp"
5
6class BenefitItemObj : public LiveActor {
7public:
8 BenefitItemObj(const char *, const char *);
9
10 virtual ~BenefitItemObj();
11 virtual void init(const JMapInfoIter &);
12 virtual void initAfterPlacement();
13 virtual void appear();
14 virtual void makeActorAppeared();
15 virtual void control();
16 virtual void calcAndSetBaseMtx();
17 virtual bool receiveMsgPlayerAttack(u32, HitSensor *, HitSensor *);
18 virtual bool receiveOtherMsg(u32, HitSensor *, HitSensor *);
19 virtual void appearGround();
20 virtual void appearThrowUp();
21 virtual void appearThrowUpQuestionBox();
22 virtual void initModelAndEfx();
23 virtual void exeCatch();
24 virtual void runBck(const char *);
25 virtual void runEfx(const char *);
26 virtual void stopEfx(const char *);
27 virtual void doRotateY();
28 virtual void initEscape();
29 virtual void doEscape();
30
31 void shoot(const TVec3f &, const TVec3f &, bool);
32 void exeShoot();
33 void exeWait();
34 void exeAppearGround();
35 void exePreEscape();
36 void exeEscape();
37 void setFollowMtx(MtxPtr);
38 void calcAndSetBaseMtxInMovement();
39
40 u32 _8C;
41 u32 _90;
42 u32 _94;
43 TVec3f _98;
44 TVec3f _A4;
45 s16 _B0;
46 s16 _B2;
47 s16 _B4;
48 s16 _B6;
49 s16 _B8;
50 s16 _BA;
51 TVec3f _BC;
52 TVec3f _C8;
53 MtxPtr mFollowMtx; // _D4
54 u8 _D8;
55 u8 _D9;
56 u8 _DA;
57 u8 _DB;
58 u8 _DC;
59 u8 _DD;
60 u8 _DE;
61 u8 _DF;
62 u8 _E0;
63 u8 _E1;
64 u8 _E2;
65 u8 _E3;
66 u8 _E4;
67 u8 _E5;
68 u8 _E6;
69 u8 _E7;
70 f32 _E8;
71 f32 _EC;
72 Mtx _F0;
73 const char* _120;
74 FlashingCtrl* mFlashCtrl; // _124
75 ActorCameraInfo* mCameraInfo; // _128
76 u32 _12C;
77 u32 _130;
78 LiveActor* mHitSensorActor; // _134
79 u8 _138;
80 u8 _139;
81 u16 _13A;
82};
83
84class ShadowClipActor : public LiveActor {
85public:
86 virtual ~ShadowClipActor() {
87
88 }
89
90 virtual void endClipped();
91 virtual void control();
92
93 LiveActor* _8C;
94};
95
96namespace NrvBenefitItemObj {
97 NERVE(HostTypeNrvWait);
98 NERVE(HostTypeNrvShoot);
99 NERVE(HostTypeNrvCatch);
100 NERVE(HostTypeNrvAppearGround);
101 NERVE(HostTypeNrvPreEscape);
102 NERVE(HostTypeNrvEscape);
103};
virtual void calcAndSetBaseMtx()
Calculates and sets the base matrix of the actor.
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
The basis of a drawable actor that can contain states (see: Nerve)
Definition LiveActor.hpp:24