SMG-Decomp
A decompilation of Super Mario Galaxy 1
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GalaxyNamePlate.hpp
1#pragma once
2
3#include "Game/LiveActor/Nerve.hpp"
4#include "Game/Screen/LayoutActor.hpp"
5#include "Game/Util/MessageUtil.hpp"
6
8 LayoutActor* mHostActor; // _0
9 u32 mZ; // _4
10};
11
13public:
14 GalaxyNamePlate(const char *, bool);
15
16 virtual ~GalaxyNamePlate();
17 virtual void init(const JMapInfoIter &);
18 virtual void kill();
19 virtual void control();
20
21 void showUnknown(bool);
22 void showNew(bool);
23 void showOpen(bool);
24 void show(const wchar_t *, bool);
25 void setPos3D(const TVec3f &);
26 void setShowBalloonNozzle(bool);
27 void show(const wchar_t *, s32, bool, bool);
28
29 void exeAppearReady();
30 void exeAppear();
31 void exeWait();
32
33 const char* mGalaxyName; // _20
34 bool _24;
35 bool _25;
36 bool mShowBalloonNozzle; // _26
37 u8 _27;
38 GalaxyNamePlateDrawerEntry* mDrawerEntry; // _28
39 s32 _2C;
40 u8 _30;
41};
42
43namespace NrvGalaxyNamePlate {
44 NERVE_DECL(GalaxyNamePlateNrvAppearReady, GalaxyNamePlate, GalaxyNamePlate::exeAppearReady);
45 NERVE_DECL(GalaxyNamePlateNrvAppear, GalaxyNamePlate, GalaxyNamePlate::exeAppear);
46 NERVE_DECL(GalaxyNamePlateNrvWait, GalaxyNamePlate, GalaxyNamePlate::exeWait);
47};
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.