51 typedef bool (
Mario::*Task)(
const void *,
void *,
unsigned long);
54 virtual bool postureCtrl(MtxPtr);
57 void setHeadAndFrontVecFromRotate(
const TVec3f &);
58 void initAfterConst();
63 void recordRelativePosition();
64 unsigned long initSoundTable(
SoundList *list,
unsigned long);
66 bool isIgnoreTriangle(
const Triangle *);
67 bool isStatusActive(
unsigned long)
const;
68 bool isSwimming()
const;
69 bool isOnimasuBinderPressSkip()
const;
72 void push(
const TVec3f &);
74 void updateGroundInfo();
75 void checkEnforceMove();
76 bool isDamaging()
const;
78 void decDamageAfterTimer();
79 void incAirWalkTimer();
80 void updateCubeCode();
82 bool checkStartSwim();
84 bool forceStartSwimAndShoot(
const TVec3f &);
85 bool isForceStopRush()
const;
86 unsigned long getCurrentStatus()
const;
87 bool trySpinJump(
unsigned char);
88 void startTeresaDisappear();
89 void startBas(
const char *,
bool, f32, f32);
90 bool checkVerticalPress(
bool);
94 void updateFloorCode();
97 void tryForcePowerJump(
const TVec3f &,
bool);
98 const TVec3f &getShadowNorm()
const;
99 const TVec3f &getWallNorm()
const;
100 void setSideVec(
const TVec3f &);
101 void setFrontVecKeepSide(
const TVec3f &);
102 void setFrontVecKeepUp(
const TVec3f &, f32);
103 void setFrontVecKeepUp(
const TVec3f &, u32);
104 void setFrontVecKeepUp(
const TVec3f &);
105 void setFrontVec(
const TVec3f &);
106 void forceSetHeadVecKeepSide(
const TVec3f &);
107 void lockGroundCheck(
void *,
bool);
108 void checkBaseTransBall();
211 inline const MovementStates &getMovementStates()
const {
return mMovementStates; }
212 inline const DrawStates &getDrawStates()
const {
return mDrawStates; }
213 inline const DrawStates &getPrevDrawStates()
const {
return mPrevDrawStates; }
216 MovementStates mMovementStates;
218 u32 mMovementStates_LOW_WORD;
219 u32 mMovementStates_HIGH_WORD;
232 DrawStates mDrawStates;
233 u32 mDrawStates_WORD;
244 DrawStates mPrevDrawStates;