SMG-Decomp
A decompilation of Super Mario Galaxy 1
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DemoSimpleCastHolder.cpp
1#include "Game/Demo/DemoSimpleCastHolder.hpp"
2#include "Game/LiveActor/LiveActor.hpp"
3#include "Game/Util.hpp"
4
5DemoSimpleCastHolder::DemoSimpleCastHolder(s32 liveActorCount, s32 layoutActorCount, s32 nameObjCount) {
6 mLiveActors.mMaxSize = 0;
7 mMaxLiveActorCount = 0;
8 mLayoutActors.mMaxSize = 0;
9 mMaxLayoutActorCount = 0;
10 mNameObjs.mMaxSize = 0;
11 mMaxNameObjCount = 0;
12
13 mLiveActors.init(liveActorCount);
14 mLayoutActors.init(layoutActorCount);
15 mNameObjs.init(nameObjCount);
16}
17
18void DemoSimpleCastHolder::registerActor(LiveActor *pActor) {
19 mLiveActors.assign(pActor, mMaxLiveActorCount++);
20}
21
22void DemoSimpleCastHolder::registerActor(LayoutActor *pLayoutActor) {
23 mLayoutActors.assign(pLayoutActor, mMaxLayoutActorCount++);
24}
25
26void DemoSimpleCastHolder::registerNameObj(NameObj *pNameObj) {
27 mNameObjs.assign(pNameObj, mMaxNameObjCount++);
28}
29
30void DemoSimpleCastHolder::movementOnAllCasts() {
31 LiveActor** curActor = mLiveActors.mArr;
32
33 while (curActor != &mLiveActors.mArr[mMaxLiveActorCount]) {
34 MR::requestMovementOn(*curActor);
35 curActor++;
36 }
37
38 LayoutActor** curLayoutActor = mLayoutActors.mArr;
39
40 while (curLayoutActor != &mLayoutActors.mArr[mMaxLayoutActorCount]) {
41 MR::requestMovementOn(*curLayoutActor);
42 curLayoutActor++;
43 }
44
45 NameObj** curNameObj = mNameObjs.mArr;
46
47 while (curNameObj != &mNameObjs.mArr[mMaxNameObjCount]) {
48 MR::requestMovementOn(*curNameObj);
49 curNameObj++;
50 }
51}
The basis of a drawable actor that can contain states (see: Nerve)
Definition LiveActor.hpp:24
The most basic form of an object.
Definition NameObj.hpp:11