SMG-Decomp
A decompilation of Super Mario Galaxy 1
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CollisionDirector.cpp
1#include "Game/Map/CollisionCategorizedKeeper.hpp"
2#include "Game/Map/CollisionCode.hpp"
3#include "Game/Map/CollisionDirector.hpp"
4#include "Game/Scene/SceneObjHolder.hpp"
5#include "Game/Util/ObjUtil.hpp"
6
7#define NR_CATEGORIZED_KEEPERS 4
8
9CollisionDirector::CollisionDirector() : NameObj("地形コリジョン") {
10 mKeepers = nullptr;
11 mCode = nullptr;
12
13 mCode = new CollisionCode();
14 mKeepers = new CollisionCategorizedKeeper *[NR_CATEGORIZED_KEEPERS];
15
16 for (s32 i = 0; i < NR_CATEGORIZED_KEEPERS; i++) {
17 mKeepers[i] = new CollisionCategorizedKeeper(i);
18 }
19
20 MR::connectToScene(this, 0x20, -1, -1, -1);
21}
22
23CollisionDirector::~CollisionDirector() {
24
25}
26
28
29}
30
31void CollisionDirector::initAfterPlacement() {
32
33}
34
35void CollisionDirector::movement() {
36 for (s32 i = 0; i < NR_CATEGORIZED_KEEPERS; i++) {
37 mKeepers[i]->movement();
38 }
39}
40
41CollisionDirector *MR::getCollisionDirector() {
42 NameObj *nameObj = MR::getSceneObjHolder()->getObj(SceneObj_CollisionDirector);
43
44 return reinterpret_cast<CollisionDirector *>(nameObj);
45}
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
The most basic form of an object.
Definition NameObj.hpp:11