mirror of
https://github.com/zeldaret/botw
synced 2026-07-11 06:34:48 -04:00
Implement some commonly used ActorConstDataAccess functions
This commit is contained in:
@@ -2,6 +2,7 @@ target_sources(uking PRIVATE
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Profiles/actRopeBase.cpp
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Profiles/actRopeBase.h
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actActor.cpp
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actActor.h
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actActorCaptureMgr.cpp
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actActorCaptureMgr.h
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@@ -0,0 +1,10 @@
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#include "KingSystem/ActorSystem/actActor.h"
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#include "KingSystem/ActorSystem/actActorParam.h"
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namespace ksys::act {
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const sead::SafeString& Actor::getProfile() const {
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return mActorParam->getProfile();
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}
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} // namespace ksys::act
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@@ -1,11 +1,17 @@
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#pragma once
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#include <math/seadMatrix.h>
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#include <math/seadVector.h>
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#include <prim/seadTypedBitFlag.h>
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#include "KingSystem/ActorSystem/actBaseProc.h"
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#include "KingSystem/Map/mapMubinIter.h"
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namespace ksys {
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namespace map {
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class Object;
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} // namespace map
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namespace act {
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namespace ai {
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@@ -23,15 +29,38 @@ public:
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_4 = 4,
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};
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enum class ActorFlag {
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_18 = 0x18,
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_25 = 0x25,
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_2b = 0x2b,
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};
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enum class DeleteType {
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_1 = 1,
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_2 = 2,
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_3 = 3,
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};
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Actor(); // FIXME
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~Actor() override;
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SEAD_RTTI_OVERRIDE(Actor, BaseProc)
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const sead::SafeString& getProfile() const;
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const char* getUniqueName() const;
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ai::RootAi* getRootAi() const { return mRootAi; }
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const ActorParam* getParam() const { return mActorParam; }
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map::Object* getMapObject() const { return mMapObject; }
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const map::MubinIter& getMapObjIter() const { return mMapObjIter; }
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bool checkFlag(ActorFlag flag) const;
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bool deleteEx(DeleteType type, DeleteReason reason, bool* ok = nullptr);
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void setProperties(int x, const sead::Matrix34f& mtx, const sead::Vector3f& vel,
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const sead::Vector3f& ang_vel, const sead::Vector3f& scale,
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bool is_life_infinite, int i, int life) const;
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virtual s32 getMaxLife();
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virtual LifeRecoverInfo* getLifeRecoverInfo();
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@@ -54,9 +83,11 @@ protected:
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/* 0x578 */ u8 TEMP_0x578[0x648 - 0x578];
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/* 0x648 */ map::MubinIter mMapObjIter;
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/* 0x658 */ u8 TEMP_0x650[0x710 - 0x658];
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// The name could be incorrect.
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/* ..... */ // The name could be incorrect.
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/* 0x710 */ sead::TypedBitFlag<StasisFlag> mStasisFlags;
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/* 0x714 */ u8 TEMP_0x714[0x838 - 0x714]; // FIXME
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/* 0x714 */ u8 TEMP_0x714[0x7c8 - 0x714]; // FIXME
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/* 0x7c8 */ map::Object* mMapObject;
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/* 0x7d0 */ u8 TEMP_0x7d0[0x838 - 0x7d0];
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};
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KSYS_CHECK_SIZE_NX150(Actor, 0x838);
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@@ -1,6 +1,16 @@
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#include "KingSystem/ActorSystem/actActorConstDataAccess.h"
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#include <prim/seadRuntimeTypeInfo.h>
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#include "KingSystem/ActorSystem/actActor.h"
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#include "KingSystem/ActorSystem/actActorParam.h"
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#include "KingSystem/ActorSystem/actActorUtil.h"
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#include "KingSystem/ActorSystem/actAiRoot.h"
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#include "KingSystem/Map/mapObject.h"
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#include "KingSystem/Resource/GeneralParamList/resGParamListObjectAttack.h"
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#include "KingSystem/Resource/GeneralParamList/resGParamListObjectEnemy.h"
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#include "KingSystem/Resource/GeneralParamList/resGParamListObjectHorseTargetedInfo.h"
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#include "KingSystem/Resource/GeneralParamList/resGParamListObjectLiftable.h"
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#include "KingSystem/Resource/GeneralParamList/resGParamListObjectSystem.h"
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#include "KingSystem/Resource/resResourceGParamList.h"
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namespace ksys::act {
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@@ -10,6 +20,10 @@ static BaseProc* getProcIfActor(BaseProc* proc) {
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return nullptr;
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}
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inline Actor* ActorConstDataAccess::getActor() const {
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return static_cast<Actor*>(getProcIfActor(mProc));
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}
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bool ActorConstDataAccess::acquireActor(const ActorLinkConstDataAccess& other) {
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return acquire(getProcIfActor(other.mProc));
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}
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@@ -19,11 +33,11 @@ bool ActorConstDataAccess::hasProc(BaseProc* proc) const {
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}
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bool ActorConstDataAccess::hasProc(const BaseProcLink& link) const {
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return link.hasProcById(getProcIfActor(mProc));
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return link.hasProcById(getActor());
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}
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bool ActorConstDataAccess::linkAcquire(BaseProcLink* link) const {
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auto* proc = getProcIfActor(mProc);
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auto* proc = getActor();
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if (proc)
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return link->acquire(proc, false);
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@@ -32,7 +46,7 @@ bool ActorConstDataAccess::linkAcquire(BaseProcLink* link) const {
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}
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bool ActorConstDataAccess::linkAcquireImmediately(BaseProcLink* link) const {
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auto* proc = getProcIfActor(mProc);
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auto* proc = getActor();
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if (proc)
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return link->acquire(proc, true);
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@@ -40,6 +54,27 @@ bool ActorConstDataAccess::linkAcquireImmediately(BaseProcLink* link) const {
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return false;
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}
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bool ActorConstDataAccess::isPlayerProfile() const {
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return act::isPlayerProfile(getActor());
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}
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bool ActorConstDataAccess::isWeaponProfile() const {
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return act::isWeaponProfile(getActor());
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}
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bool ActorConstDataAccess::isNPCProfile() const {
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return act::isNPCProfile(getActor());
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}
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bool ActorConstDataAccess::isEnemyProfile() const {
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return act::isEnemyProfile(getActor());
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}
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const sead::SafeString& ActorConstDataAccess::getProfile() const {
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auto* actor = getActor();
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return actor && actor->getParam() ? actor->getProfile() : sead::SafeString::cEmptyString;
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}
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void ActorConstDataAccess::debugLog(s32, const sead::SafeString&) const {
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// Intentionally left empty.
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}
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@@ -51,15 +86,57 @@ const sead::SafeString& ActorConstDataAccess::getName() const {
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return proc->getName();
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}
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const sead::SafeString& ActorConstDataAccess::getLiftType() const {
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auto* actor = getActor();
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if (!actor)
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return sead::SafeString::cEmptyString;
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return actor->getParam()->getRes().mGParamList->getLiftable()->mLiftType.ref();
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}
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bool ActorConstDataAccess::isDisableFreezeLift() const {
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auto* actor = getActor();
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if (!actor)
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return false;
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return actor->getParam()->getRes().mGParamList->getLiftable()->mDisableFreezeLift.ref();
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}
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bool ActorConstDataAccess::isDisableBurnLift() const {
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auto* actor = getActor();
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if (!actor)
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return false;
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return actor->getParam()->getRes().mGParamList->getLiftable()->mDisableBurnLift.ref();
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}
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bool ActorConstDataAccess::hasTag(const char* tag) const {
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auto* actor = getActor();
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if (!actor)
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return false;
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return actor->getParam()->getRes().mActorLink->hasTag(tag);
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}
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bool ActorConstDataAccess::hasTag(u32 tag) const {
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auto* actor = getActor();
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if (!actor)
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return false;
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return actor->getParam()->getRes().mActorLink->hasTag(tag);
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}
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const char* ActorConstDataAccess::getUniqueName() const {
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auto* actor = getActor();
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if (!actor)
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return nullptr;
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return actor->getUniqueName();
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}
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u32 ActorConstDataAccess::getId() const {
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auto* proc = getProcIfActor(mProc);
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auto* proc = getActor();
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if (!proc)
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return 0xffffffff;
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return proc->getId();
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}
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bool ActorConstDataAccess::acquireConnectedCalcParent(ActorLinkConstDataAccess* accessor) const {
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auto* proc = getProcIfActor(mProc);
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auto* proc = getActor();
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if (!proc)
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return false;
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@@ -68,7 +145,7 @@ bool ActorConstDataAccess::acquireConnectedCalcParent(ActorLinkConstDataAccess*
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}
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bool ActorConstDataAccess::acquireConnectedCalcChild(ActorLinkConstDataAccess* accessor) const {
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auto* proc = getProcIfActor(mProc);
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auto* proc = getActor();
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if (!proc)
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return false;
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@@ -77,10 +154,258 @@ bool ActorConstDataAccess::acquireConnectedCalcChild(ActorLinkConstDataAccess* a
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}
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bool ActorConstDataAccess::hasConnectedCalcParent() const {
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auto* proc = getProcIfActor(mProc);
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auto* proc = getActor();
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return proc && sead::DynamicCast<Actor>(proc->getConnectedCalcParent()) != nullptr;
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}
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bool ActorConstDataAccess::checkFlag2B() const {
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auto* actor = getActor();
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if (!actor)
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return false;
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return actor->checkFlag(Actor::ActorFlag::_2b);
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}
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bool ActorConstDataAccess::deleteLater(BaseProc::DeleteReason reason) const {
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auto* actor = getActor();
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if (!actor)
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return false;
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return actor->deleteLater(reason);
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}
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bool ActorConstDataAccess::deleteEx(BaseProc::DeleteReason reason) const {
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auto* actor = getActor();
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if (!actor)
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return false;
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return actor->deleteEx(Actor::DeleteType::_1, reason);
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}
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bool ActorConstDataAccess::sleep(BaseProc::SleepWakeReason reason) const {
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auto* actor = getActor();
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if (!actor)
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return false;
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actor->sleep(reason);
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return true;
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}
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bool ActorConstDataAccess::wakeUp(BaseProc::SleepWakeReason reason) const {
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auto* actor = getActor();
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if (!actor)
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return false;
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actor->wakeUp(reason);
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return true;
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}
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bool ActorConstDataAccess::setProperties(int x, const sead::Matrix34f& mtx,
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const sead::Vector3f& vel, const sead::Vector3f& ang_vel,
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const sead::Vector3f& scale, bool is_life_infinite, int i,
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int life) const {
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auto* actor = getActor();
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if (!actor)
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return false;
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actor->setProperties(x, mtx, vel, ang_vel, scale, is_life_infinite, i, life);
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return true;
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}
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bool ActorConstDataAccess::setProperties(const sead::Matrix34f& mtx, const sead::Vector3f& vel,
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const sead::Vector3f& ang_vel, const sead::Vector3f& scale,
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bool is_life_infinite, int i, int life) const {
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return setProperties(0, mtx, vel, ang_vel, scale, is_life_infinite, i, life);
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}
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bool ActorConstDataAccess::isStateSleep() const {
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auto* actor = getActor();
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return actor && actor->isSleep();
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}
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bool ActorConstDataAccess::isStateCalc() const {
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auto* actor = getActor();
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return actor && actor->isCalc();
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}
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bool ActorConstDataAccess::isDeletedOrDeleting() const {
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auto* actor = getActor();
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return actor && actor->isDeletedOrDeleting();
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}
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res::GParamList* ActorConstDataAccess::getGParamList() const {
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auto* actor = getActor();
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if (!actor)
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return nullptr;
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return actor->getParam()->getRes().mGParamList;
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}
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res::Shop* ActorConstDataAccess::getShopData() const {
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auto* actor = getActor();
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if (!actor)
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return nullptr;
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return actor->getParam()->getRes().mShopData;
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}
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const sead::SafeString& ActorConstDataAccess::getAttackSpHitActor() const {
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auto* actor = getActor();
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if (!actor)
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return sead::SafeString::cEmptyString;
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return actor->getParam()->getRes().mGParamList->getAttack()->mSpHitActor.ref();
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}
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const sead::SafeString& ActorConstDataAccess::getAttackSpHitTag() const {
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auto* actor = getActor();
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if (!actor)
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return sead::SafeString::cEmptyString;
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return actor->getParam()->getRes().mGParamList->getAttack()->mSpHitTag.ref();
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}
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const sead::SafeString& ActorConstDataAccess::getAttackWeakHitTag() const {
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auto* actor = getActor();
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if (!actor)
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return sead::SafeString::cEmptyString;
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return actor->getParam()->getRes().mGParamList->getAttack()->mSpWeakHitActor.ref();
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}
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f32 ActorConstDataAccess::getAttackSpHitRatio() const {
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auto* actor = getActor();
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if (!actor)
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return 1.0f;
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return actor->getParam()->getRes().mGParamList->getAttack()->mSpHitRatio.ref();
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}
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s32 ActorConstDataAccess::getAttackPower() const {
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auto* actor = getActor();
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if (!actor)
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return 0;
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return actor->getParam()->getRes().mGParamList->getAttack()->mPower.ref();
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}
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map::ObjectLinkData* ActorConstDataAccess::getMapObjectLinkData() const {
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auto* actor = getActor();
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if (!actor)
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return nullptr;
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auto* object = actor->getMapObject();
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if (!object)
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return nullptr;
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return object->getLinkData();
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}
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map::Object* ActorConstDataAccess::getMapObject() const {
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auto* actor = getActor();
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if (!actor)
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return nullptr;
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return actor->getMapObject();
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}
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s32 ActorConstDataAccess::getEnemyRank() const {
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auto* actor = getActor();
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if (!actor)
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return 0;
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auto* gparam = actor->getParam()->getRes().mGParamList;
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if (!gparam || !gparam->getEnemy())
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return 0;
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return gparam->getEnemy()->mRank.ref();
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}
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bool ActorConstDataAccess::getSameGroupActorName(sead::SafeString* name) const {
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auto* actor = getActor();
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if (!actor) {
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*name = sead::SafeString::cEmptyString;
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return false;
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}
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auto* gparam = actor->getParam()->getRes().mGParamList;
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if (!gparam || !gparam->getSystem()) {
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*name = actor->getName();
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return false;
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}
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const auto& group_name = gparam->getSystem()->mSameGroupActorName.ref();
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if (group_name.isEmpty()) {
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*name = actor->getName();
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return false;
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}
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*name = group_name;
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return true;
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}
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bool ActorConstDataAccess::checkFlag18() const {
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auto* actor = getActor();
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return actor && actor->checkFlag(Actor::ActorFlag::_18);
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}
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bool ActorConstDataAccess::isPlayerTheConnectedParent() const {
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auto* actor = getActor();
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if (!actor)
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return false;
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auto* parent = sead::DynamicCast<Actor>(actor->getConnectedCalcParent());
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if (!parent)
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return false;
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return parent->getProfile() == "Player";
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}
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void ActorConstDataAccess::setThisActorAsParent(BaseProc* child, bool delete_parent_on_delete) {
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auto* actor = getActor();
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if (!actor)
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return;
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child->setConnectedCalcParent(actor, delete_parent_on_delete);
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}
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void ActorConstDataAccess::setThisActorAsChild(BaseProc* parent, bool delete_child_on_delete) {
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auto* actor = getActor();
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if (!actor)
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return;
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parent->setConnectedCalcChild(actor, delete_child_on_delete);
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}
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bool ActorConstDataAccess::isFlyingBalloon() const {
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auto* actor = getActor();
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if (!actor)
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return false;
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bool* value;
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return actor->getRootAi()->getAITreeVariable(&value, "IsFlyingBalloon") && *value;
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}
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u32 ActorConstDataAccess::getBalloonHungActorBaseProcID() const {
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auto* actor = getActor();
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if (!actor)
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return -1;
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int* value;
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if (!actor->getRootAi()->getAITreeVariable(&value, "BalloonHungActorBaseProcID"))
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return -1;
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return *value;
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}
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bool ActorConstDataAccess::checkFlag25() const {
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auto* actor = getActor();
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return actor && actor->checkFlag(Actor::ActorFlag::_25);
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||||
}
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||||
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f32 ActorConstDataAccess::getHorseMoveRadius() const {
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auto* actor = getActor();
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if (!actor)
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||||
return -1.0;
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return actor->getParam()->getRes().mGParamList->getHorseTargetedInfo()->mHorseMoveRadius.ref();
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||||
}
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||||
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f32 ActorConstDataAccess::getHorseAvoidOffset() const {
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auto* actor = getActor();
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||||
if (!actor)
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||||
return -1.0;
|
||||
return actor->getParam()->getRes().mGParamList->getHorseTargetedInfo()->mHorseAvoidOffset.ref();
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||||
}
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||||
|
||||
bool ActorConstDataAccess::horseTargetedIsCircularMoveAlways() const {
|
||||
auto* actor = getActor();
|
||||
if (!actor)
|
||||
return false;
|
||||
auto* gparam = actor->getParam()->getRes().mGParamList;
|
||||
return gparam->getHorseTargetedInfo()->mIsCircularMoveAlways.ref();
|
||||
}
|
||||
|
||||
bool acquireActor(BaseProcLink* link, ActorConstDataAccess* accessor) {
|
||||
return link->getProcInContext([accessor](BaseProc* proc, bool valid) {
|
||||
if (!proc) {
|
||||
|
||||
@@ -1,13 +1,27 @@
|
||||
#pragma once
|
||||
|
||||
#include <math/seadMatrix.h>
|
||||
#include <math/seadVector.h>
|
||||
#include <prim/seadRuntimeTypeInfo.h>
|
||||
#include "KingSystem/ActorSystem/actActorLinkConstDataAccess.h"
|
||||
#include "KingSystem/ActorSystem/actBaseProc.h"
|
||||
#include "KingSystem/ActorSystem/actBaseProcLink.h"
|
||||
#include "KingSystem/Utils/Types.h"
|
||||
|
||||
namespace ksys::map {
|
||||
class Object;
|
||||
class ObjectLinkData;
|
||||
} // namespace ksys::map
|
||||
|
||||
namespace ksys::res {
|
||||
class GParamList;
|
||||
class Shop;
|
||||
} // namespace ksys::res
|
||||
|
||||
namespace ksys::act {
|
||||
|
||||
class Actor;
|
||||
|
||||
class ActorConstDataAccess : public ActorLinkConstDataAccess {
|
||||
public:
|
||||
ActorConstDataAccess() = default;
|
||||
@@ -34,23 +48,77 @@ public:
|
||||
|
||||
void debugLog(s32, const sead::SafeString& method_name) const;
|
||||
|
||||
bool isPlayerProfile() const;
|
||||
bool isWeaponProfile() const;
|
||||
bool isNPCProfile() const;
|
||||
bool isEnemyProfile() const;
|
||||
|
||||
const sead::SafeString& getProfile() const;
|
||||
const sead::SafeString& getName() const;
|
||||
|
||||
const sead::SafeString& getLiftType() const;
|
||||
bool isDisableFreezeLift() const;
|
||||
bool isDisableBurnLift() const;
|
||||
|
||||
bool hasTag(const char* tag) const;
|
||||
bool hasTag(u32 tag) const;
|
||||
const char* getUniqueName() const;
|
||||
u32 getId() const;
|
||||
bool acquireConnectedCalcParent(ActorLinkConstDataAccess* accessor) const;
|
||||
bool acquireConnectedCalcChild(ActorLinkConstDataAccess* accessor) const;
|
||||
bool hasConnectedCalcParent() const;
|
||||
bool checkFlag2B() const;
|
||||
|
||||
bool deleteLater(BaseProc::DeleteReason reason) const;
|
||||
bool fadeOutDelete(BaseProc::DeleteReason reason) const;
|
||||
bool deleteEx(BaseProc::DeleteReason reason) const;
|
||||
bool sleep(BaseProc::SleepWakeReason reason) const;
|
||||
bool wakeUp(BaseProc::SleepWakeReason reason) const;
|
||||
bool setProperties(int x, const sead::Matrix34f& mtx, const sead::Vector3f& vel,
|
||||
const sead::Vector3f& ang_vel, const sead::Vector3f& scale,
|
||||
bool is_life_infinite, int i, int life) const;
|
||||
bool setProperties(const sead::Matrix34f& mtx, const sead::Vector3f& vel,
|
||||
const sead::Vector3f& ang_vel, const sead::Vector3f& scale,
|
||||
bool is_life_infinite, int i, int life) const;
|
||||
bool isStateSleep() const;
|
||||
bool isStateCalc() const;
|
||||
bool isDeletedOrDeleting() const;
|
||||
|
||||
res::GParamList* getGParamList() const;
|
||||
res::Shop* getShopData() const;
|
||||
|
||||
const sead::SafeString& getAttackSpHitActor() const;
|
||||
const sead::SafeString& getAttackSpHitTag() const;
|
||||
const sead::SafeString& getAttackWeakHitTag() const;
|
||||
f32 getAttackSpHitRatio() const;
|
||||
s32 getAttackPower() const;
|
||||
|
||||
map::ObjectLinkData* getMapObjectLinkData() const;
|
||||
map::Object* getMapObject() const;
|
||||
|
||||
s32 getEnemyRank() const;
|
||||
|
||||
bool getSameGroupActorName(sead::SafeString* name) const;
|
||||
|
||||
bool checkFlag18() const;
|
||||
bool isPlayerTheConnectedParent() const;
|
||||
|
||||
void setThisActorAsParent(BaseProc* child, bool delete_parent_on_delete);
|
||||
void setThisActorAsChild(BaseProc* parent, bool delete_child_on_delete);
|
||||
|
||||
bool isAttClientEnabled(const sead::SafeString& client) const;
|
||||
|
||||
bool isFlyingBalloon() const;
|
||||
u32 getBalloonHungActorBaseProcID() const;
|
||||
|
||||
bool checkFlag25() const;
|
||||
|
||||
f32 getHorseMoveRadius() const;
|
||||
f32 getHorseAvoidOffset() const;
|
||||
bool horseTargetedIsCircularMoveAlways() const;
|
||||
|
||||
private:
|
||||
Actor* getActor() const;
|
||||
|
||||
u8 _10 = 0;
|
||||
};
|
||||
KSYS_CHECK_SIZE_NX150(ActorConstDataAccess, 0x18);
|
||||
|
||||
@@ -46,7 +46,7 @@ bool ActorLimiter::List::addActor(BaseProc* proc, bool allow_evicting_old_actors
|
||||
acquireActor(&target_node->proc_link, &acc);
|
||||
}
|
||||
|
||||
acc.fadeOutDelete(BaseProc::DeleteReason::_15);
|
||||
acc.deleteEx(BaseProc::DeleteReason::_15);
|
||||
}
|
||||
|
||||
if (target_node == nullptr)
|
||||
|
||||
@@ -90,6 +90,7 @@ public:
|
||||
State getState() const { return mState; }
|
||||
bool isInit() const { return mState == State::Init; }
|
||||
bool isCalc() const { return mState == State::Calc; }
|
||||
bool isSleep() const { return mState == State::Sleep; }
|
||||
bool isDeletedOrDeleting() const {
|
||||
return mState == State::Delete || mStateFlags.isOn(StateFlags::RequestDelete);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user