SMG-Decomp
A decompilation of Super Mario Galaxy 1
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MarioModule.hpp
1#pragma once
2
3#include "Game/LiveActor/LiveActor.hpp"
4#include <revolution/types.h>
5
6class Mario;
7class MarioActor;
8class MarioAnimator;
9class MarioState;
10class Triangle;
11
13public:
14 inline MarioModule(MarioActor *actor) : mActor(actor) {}
15
16 virtual f32 getStickY() const;
17 virtual void addVelocity(const TVec3f &);
18 virtual void addVelocity(const TVec3f &, f32);
19
20 Mario *getPlayer() const;
21 MarioAnimator *getAnimator() const;
22 TVec3f &getShadowPos() const;
23 TVec3f &getGravityVec() const;
24 TVec3f &getAirGravityVec() const;
25 TVec3f &getFrontVec() const;
26 bool isStatusActiveID(u32) const;
27 bool isStatusActiveS(MarioState *) const;
28 u16 getPlayerMode() const;
29 bool isPlayerModeBee() const;
30 bool isPlayerModeIce() const;
31 bool isPlayerModeTeresa() const;
32 bool isPlayerModeHopper() const;
33 bool isPlayerModeInvincible() const;
34 bool isPlayerModeFoo() const;
35 void changeAnimation(const char *, const char *);
36 void changeAnimationNonStop(const char *);
37 void changeAnimationWithAttr(const char *, const char *);
38 void stopAnimation(const char *, const char *);
39 bool isDefaultAnimationRun(const char *) const;
40 void changeAnimationInterpoleFrame(u32);
41 bool isAnimationRun(const char *) const;
42 bool isAnimationTerminate(const char *) const;
43 bool isAnimationTerminateUPper(const char *) const;
44 const char *getAnimationStringPointer(const char *) const;
45 const char *getCurrentBckName() const;
46 void changeAnimationUpper(const char *, const char *);
47 void changeAnimationUpperWeak(const char *, const char *);
48 void stopAnimationUpper(const char *, const char *);
49 void stopAnimationUpperForce();
50 f32 getAnimationFrame() const;
51 void changeAnimation(const char *, u32);
52 bool isAnimationRun(const char *, u32);
53 void stopAnimation(const char *, u32);
54 void setJointGlobalMtx(u16, MtxPtr);
55 void setYangleOffset(f32);
56 bool isStickOn() const;
57 bool isStickFull() const;
58 TVec3f &getWorldPadDir() const;
59 bool calcWorldPadDir(TVec3f *, f32, f32, bool);
60 void addVelocityAfter(const TVec3f &);
61 void clearVelocity();
62 TVec3f &getVelocity() const;
63 void addTrans(const TVec3f &, const char *);
64 void cutGravityElementFromJumpVec(bool);
65 void cutVecElementFromJumpVec(const TVec3f &);
66 TVec3f &getJumpVec() const;
67 void setJumpVec(const TVec3f &);
68 void playEffect(const char *);
69 void playEffectTarns(const char *, const TVec3f &);
70 void playEffectRT(const char *, const TVec3f &, const TVec3f &);
71 void playEffectRTZ(const char *, const TVec3f &, const TVec3f &);
72 void playEffectRTW(const char *, const TVec3f &, const TVec3f &);
73 void playEffectSRT(const char *, f32, const TVec3f &, const TVec3f &);
74 void stopEFfect(const char *);
75 void stopEffectForce(const char *);
76 bool playSound(const char *, s32);
77 void stopSound(const char *, u32);
78 void startCamVib(u32);
79 TVec3f &getCamPos() const;
80 TVec3f &getCamDirX() const;
81 TVec3f &getCamDirY() const;
82 TVec3f &getCamDirZ() const;
83 void startPadVib(u32);
84 void startPadVib(const char *);
85 f32 getStickX() const;
86 f32 getStickP() const;
87 bool checkTrgA() const;
88 bool checkLvlA() const;
89 bool checkTrgZ() const;
90 bool checkLvlZ() const;
91 bool checkPreLvlZ() const;
92 bool checkSquat(bool);
93 TVec3f &getTrans() const;
94 const Triangle *getGroundPolygon() const;
95 bool isOnSlipGround() const;
96 bool isSlipFloorCode(s32) const;
97 bool isSlipPolygon(const Triangle *) const;
98 u32 getFloorCode() const;
99 void calcPolygonAngleD(const Triangle *) const;
100 f32 calcAngleD(const TVec3f &) const;
101 Triangle *getTmpPolygon() const;
102 bool sendPunch(HitSensor *, bool);
103 HitSensor *getSensor(const Triangle *) const;
104 f32 marioAcos(f32) const;
105 bool isInputDisable() const;
106 void stopEffect(const char *);
107
108 MarioActor *mActor; // _4
109};