SMG-Decomp
A decompilation of Super Mario Galaxy 1
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ClippingDirector.hpp
1#pragma once
2
3#include <revolution.h>
4#include "Game/NameObj/NameObj.hpp"
5#include "Game/LiveActor/ClippingJudge.hpp"
6#include "Game/LiveActor/ClippingActorHolder.hpp"
7#include "Game/LiveActor/ClippingGroupHolder.hpp"
8#include "Game/LiveActor/LodCtrl.hpp"
9#include "Game/Util.hpp"
10
11class LiveActor;
12
13class ClippingDirector : public NameObj {
14public:
16
17 virtual ~ClippingDirector();
18 virtual void movement();
19
20 void endInitActorSystemInfo();
21 void registerActor(LiveActor *);
22 void initActorSystemInfo(LiveActor *, const JMapInfoIter &);
23 void joinToGroupClipping(LiveActor *, const JMapInfoIter &, int);
24 void entryLodCtrl(LodCtrl *, const JMapInfoIter &);
25
26 ClippingJudge* mJudge; // _C
27 ClippingActorHolder* mActorHolder; // _10
28 ClippingGroupHolder* mGroupHolder; // _14
29};
30
31namespace MR {
32 ClippingDirector* getClippingDirector();
33 void addToClippingTarget(LiveActor *);
34 void removeFromClippingTarget(LiveActor *);
35};
The basis of a drawable actor that can contain states (see: Nerve)
Definition LiveActor.hpp:24
The most basic form of an object.
Definition NameObj.hpp:11