SMG-Decomp
A decompilation of Super Mario Galaxy 1
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CrystalCageMoving.hpp
1#pragma once
2
3#include "Game/MapObj/MapObjActor.hpp"
4#include "Game/LiveActor/ModelObj.hpp"
5
6namespace {
7 TVec3f sDummyModelOffset;
8};
9
11public:
12 CrystalCageMoving(const char *);
13
14 virtual ~CrystalCageMoving();
15 virtual void init(const JMapInfoIter &);
16 virtual void kill();
17 virtual void control();
18 virtual void updateHitSensor(HitSensor *);
19 virtual bool receiveOtherMsg(u32, HitSensor *, HitSensor *);
20 virtual void connectToScene(const MapObjActorInitInfo &);
21
22 void exeBreakBig();
23 void exeBreakSmall();
24 void exeBreakAll();
25 void exeDemoTicoMove();
26 void exeDemoTicoStop();
27 void exeDemoTicoChange();
28 void crashMario(HitSensor *, HitSensor *);
29 void initDummyModel(const JMapInfoIter &);
30 void startBreakDemo();
31 bool isNerveTypeEnd() const;
32
33 ModelObj* mTicoModel; // _C4
34 TPos3f _C8;
35 ActorCameraInfo* mCameraInfo; // _F8
36 TVec3f _FC;
37 u8 _108;
38};
39
40namespace NrvCrystalCageMoving {
41 NERVE(CrystalCageMovingNrvWaitBig);
42 NERVE_EXECEND(CrystalCageMovingNrvBreakBig);
43 NERVE(CrystalCageMovingNrvWaitSmall);
44 NERVE(CrystalCageMovingNrvBreakSmall);
45 NERVE(CrystalCageMovingNrvBreakAll);
46 NERVE(CrystalCageMovingNrvDemoTicoMove);
47 NERVE(CrystalCageMovingNrvDemoTicoStop);
48 NERVE(CrystalCageMovingNrvDemoTicoChange);
49};
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.