SMG-Decomp
A decompilation of Super Mario Galaxy 1
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SceneObjHolder.hpp
1#pragma once
2
3#define SceneObj_SensorHitChecker 0x0
4#define SceneObj_CollisionDirector 0x1
5#define SceneObj_ClippingDirector 0x2
6#define SceneObj_DemoDirector 0x3
7#define SceneObj_EventDirector 0x4
8#define SceneObj_EffectSystem 0x5
9#define SceneObj_LightDirector 0x6
10#define SceneObj_SceneDataInitializer 0x7
11#define SceneObj_StageDataHolder 0x8
12#define SceneObj_MessageSensorHolder 0x9
13#define SceneObj_StageSwitchContainer 0xA
14#define SceneObj_SwitchWatcherHolder 0xB
15#define SceneObj_SleepControllerHolder 0xC
16#define SceneObj_AreaObjContainer 0xD
17#define SceneObj_MarioHolder 0x14
18#define SceneObj_MirrorCamera 0x16
19#define SceneObj_CameraContext 0x17
20#define SceneObj_PlayerActionGuidance 0x23
21#define SceneObj_PlacementStateChecker 0x27
22#define SceneObj_NamePosHolder 0x28
23#define SceneObj_AllLiveActorGroup 0x30
24#define SceneObj_PlanetGravityManager 0x32
25#define SceneObj_PurpleCoinHolder 0x37
26#define SceneObj_CoinRotater 0x38
27#define SceneObj_AirBubbleHolder 0x39
28#define SceneObj_BigFanHolder 0x3A
29#define SceneObj_ShadowControllerHolder 0x44
30#define SceneObj_ShadowVolumeDrawer 0x45
31#define SceneObj_ShadowSurfaceDrawerInit 0x46
32#define SceneObj_VolumeModelDrawInit 0x4C
33#define SceneObj_SpinDrawerPathDrawInit 0x4D
34#define SceneObj_NoteGroup 0x4E
35#define SceneObj_ArrowSwitchMultiHolder 0x54
36#define SceneObj_NameObjExecuteHolder 0x58
37#define SceneObj_QuakeEffectGenerator 0x5B
38#define SceneObj_HeatHazeDirector 0x5D
39#define SceneObj_SkeletalFishBabyRailHolder 0x67
40#define SceneObj_SkeletalFishRailHolder 0x68
41#define SceneObj_FirePressureBulletHolder 0x6A
42#define SceneObj_GalaxyNamePlateDrawer 0x70
43#define SceneObj_PlanetMapCreator 0x74
44#define SceneObj_PriorDrawAirHolder 0x75
45
46class NameObj;
47
49public:
51
52 NameObj* create(int);
53 NameObj* getObj(int) const;
54 bool isExist(int) const;
55 NameObj* newEachObj(int);
56
57 NameObj* mSceneObjs[0x7B]; // _0
58};
59
60namespace MR {
61 NameObj* createSceneObj(int);
62 SceneObjHolder* getSceneObjHolder();
63 bool isExistSceneObj(int);
64
65 template<class T>
66 inline T getSceneObj(int objID) {
67 return reinterpret_cast<T>(MR::getSceneObjHolder()->getObj(objID));
68 }
69};
The most basic form of an object.
Definition NameObj.hpp:11