SMG-Decomp
A decompilation of Super Mario Galaxy 1
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include
Game
Boss
SkeletalFishBossBattleDirector.hpp
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#pragma once
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#include "Game/NameObj/NameObj.hpp"
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#include "Game/LiveActor/ModelObj.hpp"
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class
SkeletalFishBoss
;
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class
SubmarineVolcanoBigColumn
;
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class
SkeletalFishBossBattleDirector
:
public
NameObj
{
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public
:
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SkeletalFishBossBattleDirector
(
SkeletalFishBoss
*);
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virtual
~SkeletalFishBossBattleDirector
();
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virtual
void
movement();
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void
initiate();
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void
startPowerUpDemo1();
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void
startPowerUpDemo2();
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void
playGuardAnim(
const
char
*, s32);
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void
tryColumnCollision(
HitSensor
*);
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void
pauseOffCast();
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void
endPowerUpDemo1();
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void
endPowerUpDemo2();
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void
killGuard();
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void
appearBirdLouse();
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void
killBirdLouse();
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SkeletalFishBoss
* mFishBoss;
// _C
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SubmarineVolcanoBigColumn
* mColumns[0x20];
// _10
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s32 _90;
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LiveActor
* _94[0x10];
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s32 _D4;
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ModelObj
* mGuardModels[4];
// _D8
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};
HitSensor
Definition
HitSensor.hpp:10
LiveActor
The basis of a drawable actor that can contain states (see: Nerve)
Definition
LiveActor.hpp:24
ModelObj
Definition
ModelObj.hpp:7
NameObj
The most basic form of an object.
Definition
NameObj.hpp:11
SkeletalFishBossBattleDirector
Definition
SkeletalFishBossBattleDirector.hpp:9
SkeletalFishBoss
Definition
SkeletalFishBoss.hpp:15
SubmarineVolcanoBigColumn
Definition
SubmarineVolcanoBigColumn.hpp:7
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