SMG-Decomp
A decompilation of Super Mario Galaxy 1
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PTimerSwitch.hpp
1#pragma once
2
3#include "Game/LiveActor/LiveActor.hpp"
4#include "Game/MapObj/MapObjConnector.hpp"
5
6class PTimerSwitch : public LiveActor {
7public:
8 PTimerSwitch(const char *pName);
9
10 virtual void init(const JMapInfoIter& rIter);
11 virtual void initAfterPlacement();
12 virtual void appear();
13 virtual void kill();
14 virtual void calcAnim();
15 virtual void control();
16 virtual void calcAndSetBaseMtx();
17 virtual bool receiveMsgPlayerAttack(u32 msg, HitSensor *pSender, HitSensor *pReceiver);
18 virtual bool receiveOtherMsg(u32 msg, HitSensor *pSender, HitSensor *pReceiver);
19
20 void reset();
21 bool trySwitchDown();
22 bool tryOn();
23 void exeOff();
24 void exeSwitchDown();
25 void exeOn();
26
27 CollisionParts *mSwitchCollision; // 0x8C
28 MapObjConnector *mConnector; // 0x90
29 s32 _94;
30 bool _98;
31};
32
33namespace NrvPTimerSwitch {
34 NERVE(PTimerSwitchNrvOn);
35 NERVE(PTimerSwitchNrvSwitchDown);
36 NERVE(PTimerSwitchNrvOff);
37};
The basis of a drawable actor that can contain states (see: Nerve)
Definition LiveActor.hpp:24
virtual void calcAndSetBaseMtx()
Calculates and sets the base matrix of the actor.
virtual void init(const JMapInfoIter &rIter)
Intializes the NameObj and can set various settings and construct necessary classes.