SMG-Decomp
A decompilation of Super Mario Galaxy 1
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FireBar.hpp
1#pragma once
2
3#include "Game/LiveActor/ModelObj.hpp"
4
5class FireBarBall : public ModelObj {
6public:
8
9 virtual ~FireBarBall();
10 virtual void init(const JMapInfoIter &);
11 virtual void initAfterPlacement();
12 virtual void startClipped();
13 virtual void endClipped();
14 virtual void control();
15
16 void controlEmitEffect();
17
18 LiveActor* mFireBarParent; // _90
19};
20
21class FireBar : public LiveActor {
22public:
23 FireBar(const char *);
24
25 virtual ~FireBar();
26 virtual void init(const JMapInfoIter &);
27 virtual void makeActorAppeared();
28 virtual void makeActorDead();
29 virtual void updateHitSensor(HitSensor *);
30 virtual void attackSensor(HitSensor *, HitSensor *);
31
32 void exeWait();
33 void initFireBarBall(const JMapInfoIter &);
34 void fixFireBarBall();
35
36 FireBarBall** mFireBalls; // _8C
37 s32 mFireBallCount; // _90
38 TVec3f _94;
39 f32 mFireBarSpeed; // _A0
40 s32 mStickCount; // _A4
41 f32 mStickDistance; // _A8
42};
43
44namespace NrvFireBar {
45 NERVE(FireBarNrvWait);
46};
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
Definition FireBar.cpp:17
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
Definition FireBar.cpp:85
The basis of a drawable actor that can contain states (see: Nerve)
Definition LiveActor.hpp:24