SMG-Decomp
A decompilation of Super Mario Galaxy 1
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CollapsePlane.hpp
1#pragma once
2
3#include "Game/MapObj/MapObjActor.hpp"
4#include "Game/Enemy/WalkerStateBindStarPointer.hpp"
5#include "Game/Util/JointController.hpp"
6
7class CollapsePlane : public MapObjActor {
8public:
9 CollapsePlane(const char *);
10
11 virtual ~CollapsePlane();
12 virtual void init(const JMapInfoIter &);
13 virtual void control();
14 virtual void calcAndSetBaseMtx();
15
16 void exeWait();
17 void exeCollapse();
18 void exeDPDStop();
19 bool calcJointPlane(TPos3f *, const JointControllerInfo &);
20 bool tryDPDStop();
21
22 AnimScaleController* mScaleController; // _C4
23 WalkerStateBindStarPointer* mStarPointerBind; // _C8
24 JointController* mJointController; // _CC
25 s32 _D0;
26 s32 mTimer; // _D4
27};
28
29namespace NrvCollapsePlane {
30 NERVE_DECL(CollapsePlaneNrvWait, CollapsePlane, CollapsePlane::exeWait);
31 NERVE_DECL(CollapsePlaneNrvCollapse, CollapsePlane, CollapsePlane::exeCollapse);
32 NERVE_DECL(CollapsePlaneNrvDPDStop, CollapsePlane, CollapsePlane::exeDPDStop);
33 NERVE_DECL_NULL(CollapsePlaneNrvEnd);
34};
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.