SMG-Decomp
A decompilation of Super Mario Galaxy 1
Loading...
Searching...
No Matches
LiveActorGroup.hpp
1#pragma once
2
3#include "Game/NameObj/NameObjGroup.hpp"
4
5class LiveActor;
6
8public:
9 LiveActorGroup(const char *, int);
10
11 virtual ~LiveActorGroup() {
12
13 }
14
15 void registerActor(LiveActor *);
16 LiveActor* getActor(int) const;
17 LiveActor* getDeadActor() const;
18 s32 getLivingActorNum() const;
19 void appearAll();
20 void killAll();
21};
22
23template<typename T>
25public:
26 inline DeriveActorGroup(const char *pName, int maxCount) : LiveActorGroup(pName, maxCount) {
27
28 }
29
30 T* getDeadMember() const NO_INLINE {
31 if (getDeadActor()) {
32 return reinterpret_cast<T*>(getDeadActor());
33 }
34
35 return NULL;
36 }
37
39
40 }
41};
The basis of a drawable actor that can contain states (see: Nerve)
Definition LiveActor.hpp:24
Class that can contain multiple NameObj instances stored in a group.