SMG-Decomp
A decompilation of Super Mario Galaxy 1
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include
Game
Scene
MultiSceneActor.hpp
1
#pragma once
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#include "Game/Effect/EffectSystem.hpp"
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#include "Game/NameObj/NameObj.hpp"
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#include "Game/LiveActor/ModelManager.hpp"
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#include "Game/Scene/MultiSceneEffectKeeper.hpp"
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#include <JSystem/JGeometry/TVec.hpp>
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class
Nerve
;
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class
Spine
;
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class
MultiSceneActor
:
public
NameObj
{
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public
:
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MultiSceneActor
(
const
char
*,
const
char
*,
bool
);
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virtual
~MultiSceneActor
() {
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}
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virtual
void
init
(
const
JMapInfoIter
&);
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virtual
void
movement();
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virtual
void
calcAnim();
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virtual
void
calcViewAndEntry();
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virtual
void
appear();
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virtual
void
kill();
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virtual
void
control();
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void
initEffect(
EffectSystem
*,
int
,
const
char
*);
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void
setNerve(
const
Nerve
*);
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bool
isNerve(
const
Nerve
*)
const
;
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void
initNerve(
const
Nerve
*);
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TVec3f mTranslation;
// _C
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TVec3f mRotation;
// _18
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TVec3f mScale;
// _24
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bool
_30;
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ModelManager
* mModelMgr;
// _34
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EffectSystem
* mEffectSystem;
// _38
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MultiSceneEffectKeeper
* mEffectKeeper;
// _3C
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Spine
* mNerve;
// _40
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};
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class
MultiScene
{
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public
:
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static
void
startBck(
MultiSceneActor
*,
const
char
*);
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static
void
startBtk(
MultiSceneActor
*,
const
char
*);
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static
void
startBtp(
MultiSceneActor
*,
const
char
*);
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static
void
startBva(
MultiSceneActor
*,
const
char
*);
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static
void
setBtpFrameAndStop(
MultiSceneActor
*, f32);
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static
void
setBvaFrameAndStop(
MultiSceneActor
*, f32);
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static
bool
isBckStopped(
MultiSceneActor
*);
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static
bool
isStep(
const
MultiSceneActor
*, s32);
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static
bool
isFirstStep(
const
MultiSceneActor
*);
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static
bool
isGreaterStep(
const
MultiSceneActor
*, s32);
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static
bool
isLessStep(
const
MultiSceneActor
*, s32);
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static
bool
isLessEqualStep(
const
MultiSceneActor
*, s32);
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static
void
setNerveAtStep(
MultiSceneActor
*,
const
Nerve
*, s32);
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static
void
setNerveAtBckStopped(
MultiSceneActor
*,
const
Nerve
*);
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static
f32 calcNerveRate(
const
MultiSceneActor
*, s32);
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static
f32 calcNerveRate(
const
MultiSceneActor
*, s32, s32);
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static
f32 calcNerveEaseOutRate(
const
MultiSceneActor
*, s32);
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static
f32 calcNerveValue(
const
MultiSceneActor
*, s32, f32, f32);
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static
void
emitEffect(
const
MultiSceneActor
*,
const
char
*);
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static
void
deleteEffectAll(
const
MultiSceneActor
*);
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static
void
forceDeleteEffectAll(
const
MultiSceneActor
*);
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static
MtxPtr getJointMtx(
const
MultiSceneActor
*,
const
char
*);
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};
EffectSystem
Definition
EffectSystem.hpp:14
JMapInfoIter
Definition
JMapInfo.hpp:16
ModelManager
Definition
ModelManager.hpp:12
MultiSceneActor
Definition
MultiSceneActor.hpp:12
MultiSceneActor::init
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
Definition
MultiSceneActor.cpp:26
MultiSceneEffectKeeper
Definition
MultiSceneEffectKeeper.hpp:8
MultiScene
Definition
MultiSceneActor.hpp:43
NameObj
The most basic form of an object.
Definition
NameObj.hpp:11
Nerve
Used for executing states of a LiveActor.
Definition
Nerve.hpp:6
Spine
Definition
Spine.hpp:9
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