SMG-Decomp
A decompilation of Super Mario Galaxy 1
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CapsuleCage.hpp
1#pragma once
2
3#include "Game/MapObj/MapObjActor.hpp"
4
5namespace {
6 const char* cDemoCameraName = "注目カメラ";
7};
8
9class CapsuleCage : public MapObjActor {
10public:
11 CapsuleCage(const char *);
12
13 virtual ~CapsuleCage();
14 virtual void init(const JMapInfoIter &);
15 virtual void kill();
16 virtual void connectToScene(const MapObjActorInitInfo &);
17 virtual void initCaseUseSwitchA(const MapObjActorInitInfo &);
18 virtual void initCaseNoUseSwitchA(const MapObjActorInitInfo &);
19 virtual void initCaseUseSwitchB(const MapObjActorInitInfo &);
20 virtual void initCaseNoUseSwitchB(const MapObjActorInitInfo &);
21
22 void exeStartCamera();
23 inline void exeEndCamera();
24 void exeOpen();
25 void startOpen();
26
27 ActorCameraInfo* mInfo; // _C4
28};
29
30namespace NrvCapsuleCage {
31 NERVE_DECL_NULL(CapsuleCageNrvWait);
32 NERVE_DECL(CapsuleCageNrvStartCamera, CapsuleCage, CapsuleCage::exeStartCamera);
33 NERVE_DECL(CapsuleCageNrvOpen, CapsuleCage, CapsuleCage::exeOpen);
34 NERVE_DECL(CapsuleCageNrvEndCamera, CapsuleCage, CapsuleCage::exeEndCamera);
35};
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.