SMG-Decomp
A decompilation of Super Mario Galaxy 1
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include
Game
Boss
SkeletalFishGuard.hpp
1
#pragma once
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3
#include "Game/Enemy/AnimScaleController.hpp"
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#include "Game/LiveActor/LiveActor.hpp"
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class
SkeletalFishBoss
;
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class
SkeletalFishGuard
:
public
LiveActor
{
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public
:
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SkeletalFishGuard
(
SkeletalFishBoss
*,
const
char
*);
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virtual
~SkeletalFishGuard
();
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virtual
void
init
(
const
JMapInfoIter
&);
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virtual
void
initAfterPlacement();
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virtual
void
appear();
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virtual
void
control();
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virtual
void
calcAndSetBaseMtx
();
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virtual
void
attackSensor(
HitSensor
*,
HitSensor
*);
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virtual
bool
receiveMsgPlayerAttack(u32,
HitSensor
*,
HitSensor
*);
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void
exeAppear();
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void
exeNormal();
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void
exeApart();
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void
exeFollow();
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void
exeStraight();
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void
exeKill();
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void
exeNumb();
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void
appearNaturally();
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void
appearForce();
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void
killNaturally();
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void
waitAttack(s32);
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void
initSensor();
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void
calcTransAndFront();
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void
rotateHorizotal(
const
TVec3f &, f32);
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void
rotateVertical(
const
TVec3f &, f32);
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bool
tryShiftApart();
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bool
tryShiftStraight();
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bool
tryShiftKill();
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void
turn(TVec3f *,
const
TVec3f &,
const
TVec3f &, f32);
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void
lookToPlayer(f32, f32);
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void
calcTarget(TVec3f *, TVec3f *, TVec3f *, s32);
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bool
isInScreen()
const
;
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bool
isPlayerInAttackRange()
const
;
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bool
isLineOfSightClear()
const
;
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bool
tryShiftNumb(
const
Nerve
*);
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u32 _8C;
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SkeletalFishBoss
* mFishBoss;
// _90
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f32 _94;
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f32 _98;
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f32 _9C;
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u32 _A0;
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TVec3f _A4;
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f32 _B0;
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f32 _B4;
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f32 _B8;
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f32 _BC;
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s32 mAttackDelay;
// _C0
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f32 _C4;
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f32 _C8;
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u32 _CC;
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TVec3f _D0;
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TVec3f _DC;
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TVec3f _E8;
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TVec3f _F4;
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TVec3f _100;
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TVec3f _10C;
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AnimScaleController
* mScaleController;
// _118
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};
AnimScaleController
Definition
AnimScaleController.hpp:25
HitSensor
Definition
HitSensor.hpp:10
JMapInfoIter
Definition
JMapInfo.hpp:16
LiveActor
The basis of a drawable actor that can contain states (see: Nerve)
Definition
LiveActor.hpp:24
Nerve
Used for executing states of a LiveActor.
Definition
Nerve.hpp:6
SkeletalFishBoss
Definition
SkeletalFishBoss.hpp:15
SkeletalFishGuard
Definition
SkeletalFishGuard.hpp:8
SkeletalFishGuard::init
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
SkeletalFishGuard::calcAndSetBaseMtx
virtual void calcAndSetBaseMtx()
Calculates and sets the base matrix of the actor.
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