SMG-Decomp
A decompilation of Super Mario Galaxy 1
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include
Game
MapObj
BigFan.hpp
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#pragma once
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#include "Game/LiveActor/LiveActor.hpp"
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namespace
NrvBigFan {
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NERVE(BigFanNrvStop);
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NERVE(BigFanNrvStart);
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NERVE(BigFanNrvWait);
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};
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class
BigFan
:
public
LiveActor
{
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public
:
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BigFan
(
const
char
*);
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virtual
~BigFan
();
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virtual
void
init
(
const
JMapInfoIter
&);
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virtual
void
control();
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void
initWindModel();
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void
calcWindInfo(TVec3f *,
const
TVec3f &);
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void
start();
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void
exeStart();
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void
exeWait();
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inline
bool
isStartOrWait() {
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bool
flag =
false
;
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if
(isNerve(&NrvBigFan::BigFanNrvStart::sInstance) || isNerve(&NrvBigFan::BigFanNrvWait::sInstance)) {
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flag =
true
;
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}
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return
flag;
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}
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ModelObj
* mWindModel;
// _8C
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TVec3f _90;
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f32 mWindLength;
// _9C
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f32 _A0;
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bool
mIsTeresaGalaxy;
// _A4
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};
BigFan
Definition
BigFan.hpp:12
BigFan::init
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
Definition
BigFan.cpp:18
JMapInfoIter
Definition
JMapInfo.hpp:16
LiveActor
The basis of a drawable actor that can contain states (see: Nerve)
Definition
LiveActor.hpp:24
ModelObj
Definition
ModelObj.hpp:7
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