1#include "Game/MapObj/LargeChainParts.hpp"
3LargeChainParts::LargeChainParts(
const char *pName) :
LiveActor(pName) {
7void LargeChainParts::breakChainParts() {
11void LargeChainParts::initChainParts(TVec3f *pPos, TVec3f *pRot, TVec3f *pScale,
bool isFixedPoint) {
17 initModelManagerWithAnm(
"LargeChainFixPoint",
nullptr,
false);
20 initModelManagerWithAnm(
"LargeChain",
nullptr,
false);
23 MR::connectToSceneMapObj(
this);
25 MR::addBodyMessageSensorMapObj(
this);
27 MR::initCollisionParts(
this,
"LargeChainFixPoint",
getSensor(
"body"),
nullptr);
30 MR::initCollisionParts(
this,
"LargeChain",
getSensor(
"body"),
nullptr);
33 initEffectKeeper(0,
"LargeChain",
false);
38void LargeChainParts::kill() {
39 MR::emitEffect(
this,
"Break");
40 MR::startSound(
this,
"SE_OJ_LARGE_CHAIN_BREAK", -1, -1);
The basis of a drawable actor that can contain states (see: Nerve)
TVec3f mRotation
3D vector of the actor's rotation.
TVec3f mPosition
3D vector of the actor's position.
TVec3f mScale
3D vector of the actor's scale.
HitSensor * getSensor(const char *pSensorName) const
Gets a sensor.