SMG-Decomp
A decompilation of Super Mario Galaxy 1
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RotateMoveObj.hpp
1#pragma once
2
3#include "Game/MapObj/MapObjActor.hpp"
4
5class RotateMoveObj : public MapObjActor {
6public:
7 inline RotateMoveObj(const char *pName) : MapObjActor(pName) {
8
9 }
10
11 virtual ~RotateMoveObj();
12 virtual void init(const JMapInfoIter &);
13 virtual void initCaseUseSwitchB(const MapObjActorInitInfo &);
14 virtual void initCaseNoUseSwitchB(const MapObjActorInitInfo &);
15
16 void setStateMove();
17 void exeMove();
18 void exeStop();
19 inline void exeWaitForPlayerOn();
20};
21
22namespace NrvRotateMoveObj {
23 NERVE_DECL(HostTypeWaitForPlayerOn, RotateMoveObj, RotateMoveObj::exeWaitForPlayerOn);
24 NERVE_DECL_NULL(HostTypeWait);
25 NERVE_DECL(HostTypeMove, RotateMoveObj, RotateMoveObj::exeMove);
26 NERVE_DECL(HostTypeStop, RotateMoveObj, RotateMoveObj::exeStop);
27};
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.