SMG-Decomp
A decompilation of Super Mario Galaxy 1
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SpinDriverOperateRing.hpp
1#pragma once
2
3#include "Game/LiveActor/LiveActor.hpp"
4
6public:
7 SpinDriverOperateRing(const char *);
8
10 virtual void init(const JMapInfoIter &);
11 virtual void control();
12
13 void setRadiusRate(f32);
14 void reset();
15 void update(const TVec3f &, const TVec3f &);
16 void updatePosition();
17 void updateControlPoint(const TVec3f &);
18 void updateDirection(const TVec3f &);
19 void resetVelocityAndTrans();
20 void addAccelToOperatePlane(const TVec3f &);
21 void addAccelOperate(TVec3f *, const TVec3f &);
22 void addAccelToCenter();
23 void attenuateVelocity();
24 void calcOperatePowerByPDP(TVec3f *) const;
25
26 TVec3f _8C;
27 TVec3f _98;
28 TVec3f _A4;
29 TVec3f mAccelerate; // _B0
30 TVec3f mDirection; // _BC
31 f32 _C8;
32 f32 _CC;
33 f32 _D0;
34 f32 mRadiusRate; // _D4
35 f32 _D8;
36 f32 _DC;
37 u32 _E0;
38};
39
40namespace NrvSpinDriverOperateRing {
41 NERVE(SpinDriverOperateRingNrvWait);
42};
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.