SMG-Decomp
A decompilation of Super Mario Galaxy 1
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SkeletalFishGuard.hpp
1#pragma once
2
3#include "Game/Enemy/AnimScaleController.hpp"
4#include "Game/LiveActor/LiveActor.hpp"
5
7
9public:
10 SkeletalFishGuard(SkeletalFishBoss *, const char *);
11
12 virtual ~SkeletalFishGuard();
13 virtual void init(const JMapInfoIter &);
14 virtual void initAfterPlacement();
15 virtual void appear();
16 virtual void control();
17 virtual void calcAndSetBaseMtx();
18 virtual void attackSensor(HitSensor *, HitSensor *);
19 virtual bool receiveMsgPlayerAttack(u32, HitSensor *, HitSensor *);
20
21 void exeAppear();
22 void exeNormal();
23 void exeApart();
24 void exeFollow();
25 void exeStraight();
26 void exeKill();
27 void exeNumb();
28 void appearNaturally();
29 void appearForce();
30 void killNaturally();
31 void waitAttack(s32);
32 void initSensor();
33 void calcTransAndFront();
34 void rotateHorizotal(const TVec3f &, f32);
35 void rotateVertical(const TVec3f &, f32);
36 bool tryShiftApart();
37 bool tryShiftStraight();
38 bool tryShiftKill();
39 void turn(TVec3f *, const TVec3f &, const TVec3f &, f32);
40 void lookToPlayer(f32, f32);
41 void calcTarget(TVec3f *, TVec3f *, TVec3f *, s32);
42 bool isInScreen() const;
43 bool isPlayerInAttackRange() const;
44 bool isLineOfSightClear() const;
45 bool tryShiftNumb(const Nerve *);
46
47 u32 _8C;
48 SkeletalFishBoss* mFishBoss; // _90
49 f32 _94;
50 f32 _98;
51 f32 _9C;
52 u32 _A0;
53 TVec3f _A4;
54 f32 _B0;
55 f32 _B4;
56 f32 _B8;
57 f32 _BC;
58 s32 mAttackDelay; // _C0
59 f32 _C4;
60 f32 _C8;
61 u32 _CC;
62 TVec3f _D0;
63 TVec3f _DC;
64 TVec3f _E8;
65 TVec3f _F4;
66 TVec3f _100;
67 TVec3f _10C;
68 AnimScaleController* mScaleController; // _118
69};
The basis of a drawable actor that can contain states (see: Nerve)
Definition LiveActor.hpp:24
Used for executing states of a LiveActor.
Definition Nerve.hpp:6
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
virtual void calcAndSetBaseMtx()
Calculates and sets the base matrix of the actor.