1#include "Game/LiveActor/LiveActorGroupArray.hpp"
2#include "Game/LiveActor/LiveActor.hpp"
11 MR::copyString(_28, pName, 0x30);
15 JMapIdInfo newInfo = MR::createJMapIdInfoFromClippingGroupId(rIter);
17 inf->mZoneID = newInfo.mZoneID;
24 MR::connectToScene(
this, 6, -1, -1, -1);
27void MsgSharedGroup::movement() {
30 if (_1C != 0xFFFFFFFF) {
31 for (s32 i = 0; i < mObjectCount; i++) {
34 sensor->receiveMessage(_1C, _20);
41void MsgSharedGroup::sendMsgToGroupMember(u32 msg,
HitSensor *pSensor,
const char *pName) {
47LiveActorGroupArray::LiveActorGroupArray(
const char *pName) :
NameObj(pName) {
56 return findGroup(pActor);
70 MR::getJMapInfoGroupID(rIter, &groupID);
74 snprintf(buf, 0x20,
"group%02d", groupID);
81 group = createGroup(rIter, pName, a4);
84 group->registerActor(pActor);
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
The basis of a drawable actor that can contain states (see: Nerve)
HitSensor * getSensor(const char *pSensorName) const
Gets a sensor.
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
The most basic form of an object.
void initWithoutIter()
Initializes a NameObj without a JMapInfoIter instance.