SMG-Decomp
A decompilation of Super Mario Galaxy 1
Loading...
Searching...
No Matches
MapPartsFunction.hpp
1#pragma once
2
3#include "Game/NameObj/NameObj.hpp"
4
5class LiveActor;
6class Spine;
7class Nerve;
8
9class MapPartsFunction : public NameObj {
10public:
11 MapPartsFunction(LiveActor *, const char *);
12
13 inline virtual ~MapPartsFunction() {
14
15 }
16
17 virtual void init(const JMapInfoIter &) {
18
19 }
20
21 virtual void movement();
22
23 virtual bool isWorking() const {
24 return true;
25 }
26
27 virtual void start() {
28
29 }
30
31 virtual void end() {
32
33 }
34
35 virtual s32 receiveMsg(u32) {
36 return 0;
37 }
38
39 virtual void control() {
40
41 }
42
43 void sendMsgToHost(u32);
44 void initNerve(const Nerve *);
45 void setNerve(const Nerve *);
46 s32 getStep() const;
47 bool isStep(s32) const;
48 bool isNerve(const Nerve *) const;
49 bool isFirstStep() const;
50
51 Spine* mSpine; // _C
52 LiveActor* mHost; // _10
53 u8 _14;
54};
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.
The most basic form of an object.
Definition NameObj.hpp:11
Used for executing states of a LiveActor.
Definition Nerve.hpp:6
Definition Spine.hpp:9