SMG-Decomp
A decompilation of Super Mario Galaxy 1
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include
Game
Scene
SceneObjHolder.hpp
1
#pragma once
2
3
#define SceneObj_SensorHitChecker 0x0
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#define SceneObj_CollisionDirector 0x1
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#define SceneObj_ClippingDirector 0x2
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#define SceneObj_DemoDirector 0x3
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#define SceneObj_EventDirector 0x4
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#define SceneObj_EffectSystem 0x5
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#define SceneObj_LightDirector 0x6
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#define SceneObj_SceneDataInitializer 0x7
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#define SceneObj_StageDataHolder 0x8
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#define SceneObj_MessageSensorHolder 0x9
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#define SceneObj_StageSwitchContainer 0xA
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#define SceneObj_SwitchWatcherHolder 0xB
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#define SceneObj_SleepControllerHolder 0xC
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#define SceneObj_AreaObjContainer 0xD
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#define SceneObj_MarioHolder 0x14
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#define SceneObj_MirrorCamera 0x16
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#define SceneObj_CameraContext 0x17
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#define SceneObj_PlayerActionGuidance 0x23
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#define SceneObj_PlacementStateChecker 0x27
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#define SceneObj_NamePosHolder 0x28
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#define SceneObj_AllLiveActorGroup 0x30
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#define SceneObj_PlanetGravityManager 0x32
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#define SceneObj_PurpleCoinHolder 0x37
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#define SceneObj_CoinRotater 0x38
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#define SceneObj_AirBubbleHolder 0x39
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#define SceneObj_BigFanHolder 0x3A
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#define SceneObj_ShadowControllerHolder 0x44
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#define SceneObj_ShadowVolumeDrawer 0x45
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#define SceneObj_ShadowSurfaceDrawerInit 0x46
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#define SceneObj_VolumeModelDrawInit 0x4C
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#define SceneObj_SpinDrawerPathDrawInit 0x4D
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#define SceneObj_NoteGroup 0x4E
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#define SceneObj_ArrowSwitchMultiHolder 0x54
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#define SceneObj_NameObjExecuteHolder 0x58
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#define SceneObj_QuakeEffectGenerator 0x5B
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#define SceneObj_HeatHazeDirector 0x5D
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#define SceneObj_SkeletalFishBabyRailHolder 0x67
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#define SceneObj_SkeletalFishRailHolder 0x68
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#define SceneObj_FirePressureBulletHolder 0x6A
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#define SceneObj_GalaxyNamePlateDrawer 0x70
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#define SceneObj_PlanetMapCreator 0x74
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#define SceneObj_PriorDrawAirHolder 0x75
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class
NameObj
;
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class
SceneObjHolder
{
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public
:
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SceneObjHolder
();
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NameObj
* create(
int
);
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NameObj
* getObj(
int
)
const
;
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bool
isExist(
int
)
const
;
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NameObj
* newEachObj(
int
);
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NameObj
* mSceneObjs[0x7B];
// _0
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};
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namespace
MR {
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NameObj
* createSceneObj(
int
);
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SceneObjHolder
* getSceneObjHolder();
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bool
isExistSceneObj(
int
);
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template
<
class
T>
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inline
T getSceneObj(
int
objID) {
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return
reinterpret_cast<
T
>
(MR::getSceneObjHolder()->getObj(objID));
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}
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};
NameObj
The most basic form of an object.
Definition
NameObj.hpp:11
SceneObjHolder
Definition
SceneObjHolder.hpp:48
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