3#include "Game/LiveActor/LiveActor.hpp"
4#include "Game/MapObj/SpinDriverCamera.hpp"
5#include "Game/MapObj/SpinDriverShootPath.hpp"
8 static s32 cSpaceFlyStartFrame = 0xA;
9 static s32 cSpaceFlyEndFrame = 0x32;
18 virtual void initAfterPlacement();
19 virtual void appear();
20 virtual void makeActorAppeared();
21 virtual void makeActorDead();
22 virtual void control();
33 bool tryForceCancel();
34 bool tryEndCoolDown();
45 void updateBindPosition();
46 void moveBindPosToCenter();
47 void updateBindActorMatrix(f32);
48 void calcBindActorMatrix();
49 void calcParabolicBindPose();
50 void turnBindHead(
const TVec3f &, f32);
51 void calcShootMotionTime();
56 bool canStartBind()
const NO_INLINE;
89namespace NrvSpinDriver {
90 NERVE(SpinDriverNrvTryDemo);
91 NERVE(SpinDriverNrvNonActive);
92 NERVE(SpinDriverNrvAppear);
93 NERVE(SpinDriverNrvWait);
94 NERVE(SpinDriverNrvCapture);
95 NERVE(SpinDriverNrvShootStart);
96 NERVE(SpinDriverNrvShoot);
97 NERVE(SpinDriverNrvCoolDown);
The basis of a drawable actor that can contain states (see: Nerve)
virtual void calcAndSetBaseMtx()
Calculates and sets the base matrix of the actor.
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.