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d_t_beetle
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@@ -1,14 +1,51 @@
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#ifndef D_T_BEETLE_H
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#define D_T_BEETLE_H
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#include "d/a/obj/d_a_obj_boomerang.h"
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#include "d/t/d_tg.h"
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#include "m/m_mtx.h"
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// This is a tag actor for controlling where the beetle can fly
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// BtlTgC is leaves (beetle plays leaf animation as it passes through)
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class dTgBeetle_c : public dTg_c {
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public:
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dTgBeetle_c() {}
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virtual ~dTgBeetle_c() {}
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virtual int create() override;
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virtual int doDelete() override;
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virtual int actorExecute() override;
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u32 isWithinSphere(const mVec3_c ¶m) const;
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u32 isWithinCylinder(const mVec3_c ¶m) const;
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void updateBeetle(dAcBoomerang_c &boomerang);
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virtual int draw() override;
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enum Variant_e {
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BtlTg,
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BtlTgA, // is this even used?
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BtlTgB, // is this even used?
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BtlTgC, // spherical leaf object
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};
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enum ZoneType_e {
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LeafZone = 1,
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BorderZone = 2,
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UnknownZone = 3,
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};
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enum ZoneShape_e {
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RectangularPrismShape,
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CylinderShape,
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SphereShape,
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};
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private:
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/* 0xFC */ mMtx_c mMatrix1;
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/* 0x12C*/ u8 mZoneType; // defines what this object does
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/* 0x12D*/ u8 mZoneShape; // the shape created inside the object that it checks
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/* 0x12E*/ u8 mUnknown; // unused
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/* 0x12F*/ u8 mBeetleFlag;
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/* 0x130*/ u8 mPastOnly; // object only exists in past state
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};
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#endif
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