SMG-Decomp
A decompilation of Super Mario Galaxy 1
Loading...
Searching...
No Matches
SkeletalFishBoss.cpp
1#include "Game/Boss/SkeletalFishBoss.hpp"
2
3SkeletalFishBossScarFlash::SkeletalFishBossScarFlash(LiveActor *pActor) : PartsModel(pActor, "スカルシャーク傷跡エフェクトモデル", "SkeletalFishBossScarFlash", nullptr, 0x12, false) {
4 initFixedPosition("Head");
5}
6
8 PartsModel::init(rIter);
9 makeActorDead();
10}
11
12void SkeletalFishBossScarFlash::appear() {
13 LiveActor::appear();
14 MR::startBck(this, "Damage", nullptr);
15 MR::startBrk(this, "Damage");
16}
17
18void SkeletalFishBossScarFlash::control() {
19 if (MR::isBckStopped(this)) {
20 kill();
21 }
22}
23
24namespace {
25 INIT_NERVE(SkeletalFishBossNrvSwim);
26 INIT_NERVE(SkeletalFishBossNrvOpen);
27 INIT_NERVE(SkeletalFishBossNrvOpenWait);
28 INIT_NERVE(SkeletalFishBossNrvClose);
29 INIT_NERVE(SkeletalFishBossNrvBite);
30 INIT_NERVE(SkeletalFishBossNrvDamage);
31 INIT_NERVE(SkeletalFishBossNrvDown);
32 INIT_NERVE(SkeletalFishBossNrvDeadDamage);
33 INIT_NERVE(SkeletalFishBossNrvDead);
34 INIT_NERVE(SkeletalFishBossNrvAppearWait);
35 INIT_NERVE(SkeletalFishBossNrvAppearDemo);
36 INIT_NERVE(SkeletalFishBossNrvPowerUpDemo);
37 INIT_NERVE(SkeletalFishBossNrvDeadDemo);
38 INIT_NERVE(SkeletalFishBossNrvBreakDemo);
39 INIT_NERVE(SkeletalFishBossNrvDemoWait);
40};
41
42SkeletalFishBoss::~SkeletalFishBoss() {
43
44}
45
46SkeletalFishBossHead::~SkeletalFishBossHead() {
47
48}
49
50SkeletalFishBossScarFlash::~SkeletalFishBossScarFlash() {
51
52}
The basis of a drawable actor that can contain states (see: Nerve)
Definition LiveActor.hpp:24
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.