1#include "Game/MapObj/CollisionBlocker.hpp"
3CollisionBlocker::CollisionBlocker(
const char *pName) :
LiveActor(pName) {
8 MR::initDefaultPos(
this, rIter);
12 sensor_radius.x = 0.0f;
13 sensor_radius.y = 0.0f;
14 sensor_radius.z = 0.0f;
15 MR::addHitSensorEye(
this,
"eye", 4, 50.0f *
mScale.y, sensor_radius);
16 MR::connectToSceneMapObjMovement(
this);
17 MR::setClippingFar50m(
this);
20 if (MR::isValidInfo(rIter)) {
21 MR::useStageSwitchSleep(
this, rIter);
23 if (MR::useStageSwitchReadAppear(
this, rIter)) {
25 MR::syncStageSwitchAppear(
this);
28 if (MR::useStageSwitchReadB(
this, rIter)) {
30 MR::listenStageSwitchOnB(
this, breakFunc);
35void CollisionBlocker::forceBreak() {
40 if (MR::isSensorPlayer(a2)) {
41 MR::sendArbitraryMsg(42, a2, a1);
45CollisionBlocker::~CollisionBlocker() {
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)
TVec3f mScale
3D vector of the actor's scale.