SMG-Decomp
A decompilation of Super Mario Galaxy 1
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KeySwitch.hpp
1#pragma once
2
3#include "Game/LiveActor/LiveActor.hpp"
4#include "Game/LiveActor/ActorCameraInfo.hpp"
5
6namespace {
7 static const char* cDemoName = "カギ出現";
8};
9
10class KeySwitch : public LiveActor {
11public:
12 KeySwitch(const char *);
13
14 virtual ~KeySwitch();
15 virtual void init(const JMapInfoIter &);
16 virtual void appear();
17 virtual void kill();
18 virtual void control();
19 virtual void calcAndSetBaseMtx();
20 virtual bool receiveMsgPlayerAttack(u32, HitSensor *, HitSensor *);
21 virtual bool receiveOtherMsg(u32, HitSensor *, HitSensor *);
22
23 void initKeySwitchByOwner(const JMapInfoIter &);
24 void appearKeySwitch(const TVec3f &);
25 void exeDemoStart();
26 void exeAppear();
27 void exeWait();
28 bool tryAvoid();
29
30 ActorCameraInfo* mCameraInfo; // _8C
31 s32 mCurDemoFrame; // _90
32};
33
34namespace NrvKeySwitch {
35 NERVE(KeySwitchNrvDemoStart);
36 NERVE(KeySwitchNrvAppear);
37 NERVE(KeySwitchNrvWait);
38};
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
Definition KeySwitch.cpp:13
virtual void calcAndSetBaseMtx()
Calculates and sets the base matrix of the actor.
The basis of a drawable actor that can contain states (see: Nerve)
Definition LiveActor.hpp:24