SMG-Decomp
A decompilation of Super Mario Galaxy 1
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NameObjExecuteHolder.hpp
1#pragma once
2
3#include "Game/NameObj/NameObj.hpp"
4
5class LiveActor;
6
8public:
10
11 void setConnectInfo(NameObj *, int, int, int, int);
12 void initConnectting();
13 void requestConnect(u8 *);
14 void requestDisconnect(u8 *, bool);
15 void executeRequirementConnectMovement();
16 void executeRequirementDisconnectMovement();
17 void executeRequirementConnectDraw();
18 void executeRequirementDisconnectDraw();
19 void executeRequirementDisconnectDrawDelay();
20 void requestMovementOn(int);
21 void requestMovementOff(int);
22 void findLightInfo() const;
23 void connectToScene();
24 void disconnectToScene();
25 void connectToDraw();
26 void disconnectToDraw();
27
28 NameObj* mExecutedObject; // _0
29 s8 _4;
30 s8 _5;
31 s8 _6;
32 s8 _7;
33 s8 _8;
34 s8 _9;
35 s16 _A;
36};
37
39public:
41
42 virtual ~NameObjExecuteHolder();
43
44 void registerActor(NameObj *, int, int, int, int);
45 void initConnectting();
46 void connectToScene(NameObj *);
47 void connectToDraw(NameObj *);
48 void disconnectToScene(NameObj *);
49 void disconnectToDraw(NameObj *);
50 bool isConnectToDraw(const NameObj *) const;
51 void executeRequirementConnectMovement();
52 void executeRequirementDisconnectMovement();
53 void executeRequirementConnectDraw();
54 void executeRequirementDisconnectDraw();
55 void executeRequirementDisconnectDrawDelay();
56 void requestMovementOn(int);
57 void requestMovementOff(int);
58 NameObjExecuteInfo* getConnectToSceneInfo(const NameObj *) const;
59
60 NameObjExecuteInfo* mExecuteArray; // _C
61 s32 mExecuteCount; // _10
62 u32 _14;
63 u8 _18;
64 u8 _19;
65 u8 _1A;
66 u8 _1B;
67 u8 _1C;
68};
69
70namespace MR {
71 void registerNameObjToExecuteHolder(NameObj *, int, int, int, int);
72 void initConnectting();
73 void connectToSceneTemporarily(NameObj *);
74 void disconnectToSceneTemporarily(NameObj *);
75 void connectToDrawTemporarily(NameObj *);
76 void disconnectToDrawTemporarily(NameObj *);
77 bool isConnectToDrawTemporarily(const NameObj *);
78 void executeRequirementConnectMovement();
79 void executeRequirementDisconnectMovement();
80 void executeRequirementConnectDraw();
81 void executeRequirementDisconnectDraw();
82 void executeRequirementDisconnectDrawDelay();
83 void requestMovementOnWithCategory(int);
84 void requestMovementOffWithCategory(int);
85 void findActorLightInfo(const LiveActor *);
86};
The basis of a drawable actor that can contain states (see: Nerve)
Definition LiveActor.hpp:24
The most basic form of an object.
Definition NameObj.hpp:11