SMG-Decomp
A decompilation of Super Mario Galaxy 1
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IceStep.hpp
1#pragma once
2
3#include "Game/LiveActor/LiveActor.hpp"
4
5class IceStep : public LiveActor {
6public:
7 IceStep(const char *);
8
9 virtual ~IceStep();
10 virtual void init(const JMapInfoIter &);
11 virtual void control();
12 virtual bool receiveMsgPlayerAttack(u32, HitSensor *, HitSensor *);
13 virtual bool receiveMsgEnemyAttack(u32, HitSensor *, HitSensor *);
14
15 void exeWait();
16 inline void exeHit() {
17 s32 step = getNerveStep();
18
19 switch (step) {
20 case 5:
21 MR::hideModel(this);
22 break;
23 case 0xF:
24 kill();
25 break;
26 }
27 }
28
29 void setOn(u32, const TVec3f &, const TVec3f &);
30 void destroy();
31 void doHit();
32
33 Mtx _8C;
34 u16 mTimer; // _BC
35};
36
37namespace NrvIceStep {
38 NERVE_DECL(IceStepNrvHit, IceStep, IceStep::exeHit);
39 NERVE_DECL(IceStepNrvWait, IceStep, IceStep::exeWait);
40};
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
Definition IceStep.cpp:11
The basis of a drawable actor that can contain states (see: Nerve)
Definition LiveActor.hpp:24