SMG-Decomp
A decompilation of Super Mario Galaxy 1
Loading...
Searching...
No Matches
MechaKoopaPartsHead.hpp
1#pragma once
2
3#include "Game/MapObj/MapObjActor.hpp"
4
5namespace {
6 const char* sDemoPartNameBreak = "壊れ開始";
7 const char* sDemoPartNameFadeOut = "フェードアウト";
8 const char* sDemoPartNameWhite = "白画面";
9 const char* sDemoPartNameFadeIn = "フェードイン";
10};
11
13public:
14 MechaKoopaPartsHead(const char *);
15
16 virtual ~MechaKoopaPartsHead();
17 virtual void init(const JMapInfoIter &);
18 virtual void initCaseUseSwitchA(const MapObjActorInitInfo &);
19 virtual void initCaseNoUseSwitchA(const MapObjActorInitInfo &);
20 virtual void initCaseUseSwitchB(const MapObjActorInitInfo &);
21 virtual void initCaseNoUseSwitchB(const MapObjActorInitInfo &);
22
23 void exeDemoBreak();
24 void exeDemoWhiteFadeOut();
25 void exeDemoWhiteWait();
26 void exeDemoWhiteFadeIn();
27 void exeDemoAppearStar();
28};
29
30namespace NrvMechaKoopaPartsHead {
31 NERVE(MechaKoopaPartsHeadNrvWait);
32 NERVE(MechaKoopaPartsHeadNrvDemoBreak);
33 NERVE(MechaKoopaPartsHeadNrvDemoWhiteFadeOut);
34 NERVE(MechaKoopaPartsHeadNrvDemoWhiteWait);
35 NERVE(MechaKoopaPartsHeadNrvDemoWhiteFadeIn);
36 NERVE(MechaKoopaPartsHeadNrvDemoAppearStar);
37};
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.