1#include "Game/MapObj/CutBushModelObj.hpp"
2#include "Game/Util.hpp"
4CutBushModelObj::CutBushModelObj(
const char *pName,
const char *pObjName,
bool useLight, MtxPtr mtx) :
LiveActor(pName) {
6 initModelManagerWithAnm(pObjName,
nullptr,
false);
7 MR::connectToSceneNoSilhouettedMapObjWeakLightNoMovement(
this);
10 MR::initLightCtrl(
this);
16 mPosition.set(mMtx[0][3], mMtx[1][3], mMtx[2][3]);
24void CutBushModelObj::initAfterPlacement() {
25 if (MR::getLightCtrl(
this)) {
26 MR::updateLightCtrlDirect(
this);
32 mPosition.set(mMtx[0][3], mMtx[1][3], mMtx[2][3]);
33 MR::setBaseTRMtx(
this, mMtx);
40CutBushModelObj::~CutBushModelObj() {
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
virtual void calcAndSetBaseMtx()
Calculates and sets the base matrix of the actor.
The basis of a drawable actor that can contain states (see: Nerve)
TVec3f mPosition
3D vector of the actor's position.
virtual void calcAndSetBaseMtx()
Calculates and sets the base matrix of the actor.