3#include "Game/LiveActor/LiveActor.hpp"
4#include "Game/LiveActor/FlashingCtrl.hpp"
5#include "Game/LiveActor/PartsModel.hpp"
6#include "Game/NameObj/NameObjArchiveListCollector.hpp"
29 virtual void initAfterPlacement();
30 virtual void appear();
31 virtual void makeActorAppeared();
32 virtual void makeActorDead();
37 void setShadowAndPoseModeFromJMapIter(
const JMapInfoIter &);
43 void exeSpinDrained();
47 void appearControlPose();
48 void appearNonActive();
49 void appearFixTimer(s32, s32);
50 void appearMove(
const TVec3f &,
const TVec3f &, s32, s32);
51 void appearHop(
const TVec3f &,
const TVec3f &);
53 bool requestActiveWithGravity();
54 bool requestDeactive();
55 bool requestStartControl();
56 bool requestEndControl();
57 bool requestSpinDrain();
63 void setCalcShadowMode();
64 void setCannotTime(s32);
66 void attenuateVelocity();
74 TVec3f mClippingRange;
86 NameObj* createDirectSetCoin(
const char *);
88 NameObj* createDirectSetPurpleCoin(
const char *);
93 NERVE(CoinNrvNonActive);
95 NERVE(CoinNrvFixHide);
96 NERVE(CoinNrvFixTimer);
97 NERVE(CoinNrvControled);
98 NERVE(CoinNrvSpinDrained);
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)
Stores archive names of NameObjs.
The most basic form of an object.