SMG-Decomp
A decompilation of Super Mario Galaxy 1
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DemoUtil.hpp
1#pragma once
2
3#include "Game/LiveActor/Nerve.hpp"
4#include "Game/Util/Functor.hpp"
5class NameObj;
6class LiveActor;
7
8namespace MR {
9 bool tryRegisterDemoCast(LiveActor *, const JMapInfoIter &);
10
11 bool isDemoCast(const LiveActor *, const char *);
12
13 void registerDemoActionFunctor(const LiveActor *, const MR::FunctorBase &, const char *);
14
15 void registerDemoActionNerve(const LiveActor *, const Nerve *, const char *);
16 bool tryRegisterDemoActionFunctor(const LiveActor *, const MR::FunctorBase &, const char *);
17
18 bool tryRegisterDemoActionNerve(const LiveActor *, const Nerve *, const char *);
19
20 bool isRegisteredDemoActionNerve(const LiveActor *);
21
22 void registerDemoSimpleCastAll(LiveActor *);
23 void registerDemoSimpleCastAll(NameObj *);
24
25 bool isDemoActive();
26
27 bool isDemoExist(const char *);
28
29 bool isPowerStarGetDemoActive();
30
31 bool isTimeKeepDemoActive();
32
33 bool tryStartDemo(LiveActor *, const char *);
34 bool tryStartDemoWithoutCinemaFrame(LiveActor *, const char *);
35 bool tryStartDemoRegistered(LiveActor *, const char *);
36 void endDemo(NameObj *, const char *);
37
38 bool requestStartDemo(LiveActor *, const char *, const Nerve *, const Nerve *);
39
40 void requestStartDemoMarioPuppetableWithoutCinmeaFrame(LiveActor *, const char *, const Nerve *, const Nerve *);
41 void requestStartDemoWithoutCinemaFrame(LiveActor *, const char *, const Nerve *, const Nerve *);
42
43 void requestStartTimeKeepDemo(LiveActor *, const char *, const Nerve *, const Nerve *, const char *);
44
45 bool isDemoPartLastStep(const char *);
46
47 void endDemoWaitCameraInterpolating(NameObj *, const char *);
48};
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
Used for executing states of a LiveActor.
Definition Nerve.hpp:6