3#include "Game/LiveActor/LiveActor.hpp"
4#include "Game/LiveActor/FlashingCtrl.hpp"
5#include "Game/LiveActor/PartsModel.hpp"
6#include "Game/MapObj/MapPartsRailMover.hpp"
7#include "Game/NameObj/NameObjArchiveListCollector.hpp"
11 ChipBase(
const char *, s32,
const char *);
18 virtual void initAfterPlacement();
19 virtual void makeActorAppeared();
20 virtual void makeActorDead();
21 virtual void control();
32 void appearFlashing(s32);
36 bool requestStartControl();
37 bool requestEndControl();
40 bool isGettable()
const;
47 const char* mChipName;
49 TVec3f mClippingRange;
56namespace NrvChipBase {
57 NERVE(ChipBaseNrvDeactive);
58 NERVE(ChipBaseNrvWait);
59 NERVE(ChipBaseNrvControled);
60 NERVE(ChipBaseNrvFlashing);
61 NERVE(ChipBaseNrvHide);
62 NERVE(ChipBaseNrvGot);
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)
Stores archive names of NameObjs.