SMG-Decomp
A decompilation of Super Mario Galaxy 1
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MapPartsFloatingForce.hpp
1#pragma once
2
3#include "Game/LiveActor/Nerve.hpp"
4#include "Game/MapObj/MapPartsFunction.hpp"
5#include "Game/Util/SpringValue.hpp"
6#include <JSystem/JGeometry/TVec.hpp>
7
8class SpringStep {
9public:
10 SpringStep(f32, f32, f32);
11
12 void addSpringVelocity(f32);
13 void setSpringBaseValue(f32);
14
15 f32 mCondition; // _0
16 f32 mSpeed; // _4
17 f32 mAngle; // _8
18 SpringValue* mSpringValue; // _C
19};
20
22public:
24
25 virtual ~MapPartsFloatingForce();
26 virtual void init(const JMapInfoIter &);
27 virtual void start();
28
29 void setObjectName(const char *);
30 void initForNormalMotion(const JMapInfoIter &);
31 void initForSpringMotion(const JMapInfoIter &);
32 void updateVelocity();
33 void updateVelocitySpring();
34 bool tryOn();
35 bool tryReturn();
36 void exeWait();
37 void exeMove();
38 void exeMoveSpring();
39 void exeMoveReturn();
40
41 SpringStep* mSpringStep; // _18
42 const char* mObjectName; // _1C
43 f32 _20;
44 f32 mRotateAngle; // _24
45 f32 mRotateSpeed; // _28
46 s32 mRotateAccelType; // _2C
47 TVec3f _30;
48 f32 _3C;
49 f32 _40;
50 f32 _44;
51 f32 _48;
52 f32 _4C;
53 TVec3f _50;
54 f32 _5C;
55};
56
57namespace NrvMapPartsFloatingForce {
58 NERVE(HostTypeWait);
59 NERVE(HostTypeMove);
60 NERVE(HostTypeMoveSpring);
61 NERVE(HostTypeMoveReturn);
62};
The basis of a drawable actor that can contain states (see: Nerve)
Definition LiveActor.hpp:24
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.