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https://github.com/TwilitRealm/dusklight
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234070712d
* useHeapInit 73%, ctor and dtor 100%, Delete 94%, wallcheck 43%, create 42% * useHeapInit 100% * Wall_Check 85% * Update fields and return types * crvhahen Wall_Check and Execute 100 * update createheap return type for matching * crvhahen create 70 draw 57 * Revert change that made useHeapInit non-matching * delete matching, .rodata 91 * create 94% * crvhahen draw 85% * setBaseMtx matching * CheckCull and checkViewArea 100% * rename & cleanup fields * cleanup fields, rodata. hahenset and hahen_hakai partials * cleanup and remove SECTION_RODATA * d_a_obj_crvhahen OK * cleanup and fix various inconsistancies or issues --------- Co-authored-by: StuckInLimbo <tbosley@limbofps.net>
55 lines
1.6 KiB
C++
55 lines
1.6 KiB
C++
#ifndef D_A_OBJ_CRVHAHEN_H
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#define D_A_OBJ_CRVHAHEN_H
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#include "d/d_com_inf_game.h"
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#include "f_op/f_op_actor_mng.h"
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#include "m_Do/m_Do_ext.h"
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#include "m_Do/m_Do_lib.h"
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/**
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* @ingroup actors-objects
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* @class daObjCRVHAHEN_c
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* @brief Bulblin Camp Caraven Wooden Fence Fragments
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*
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* @details Hahen (はへん) a fragment, shard, or splinter.
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* physics-enabled shards or fragments that simulate debris from destruction.
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*
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*/
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class daObjCRVHAHEN_c : public fopAc_ac_c {
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public:
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/* 80BD342C */ int HahenSet(cXyz, cXyz, cXyz, cXyz, f32);
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/* 80BD3628 */ bool Wall_Check(cXyz, cXyz);
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/* 80BD3720 */ void Hahen_Hakai(int, int);
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/* 80BD38DC */ void CheckCull();
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/* 80BD3A9C */ bool checkViewArea(cXyz*);
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/* 80BD3B20 */ int Execute();
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/* 80BD3B74 */ int Delete();
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/* 80BD3C0C */ void setBaseMtx();
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/* 80BD3DBC */ int create();
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/* 80BD3338 */ int CreateHeap();
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/* 80BD3CA0 */ int Draw();
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/* 0x568 */ cXyz mPos[10];
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/* 0x5e0 */ cXyz mVelocity[10];
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/* 0x658 */ cXyz mInitialPos[10];
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/* 0x6d0 */ csXyz mRotation[10];
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/* 0x70c */ csXyz mRotSpeed[10];
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/* 0x748 */ u32 mFlags;
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/* 0x74c */ f32 mGroundHeight;
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/* 0x750 */ bool mDrawHahen;
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/* 0x751 */ u8 mStatus[10];
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/* 0x75b */ u8 field_0x75b;
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/* 0x75c */ f32 mTimer;
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/* 0x760 */ J3DModel* mpModel[10];
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/* 0x788 */ request_of_phase_process_class mPhase;
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/* 0x790 */ u8 mEffectState;
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/* 0x791 */ bool mInitialized;
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/* 0x792 */ u8 mCounter;
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/* 0x793 */ u8 mDrawState;
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};
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STATIC_ASSERT(sizeof(daObjCRVHAHEN_c) == 0x794);
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#endif /* D_A_OBJ_CRVHAHEN_H */
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