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https://github.com/zeldaret/ss
synced 2026-07-09 14:15:23 -04:00
d_a_obj_flying_clawshot_target OK (fixed) (#102)
* d_a_obj_flying_clawshot_target OK * fix tubo symbol
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@@ -74,7 +74,7 @@ public:
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/* vt 0x0D0 */ virtual void tryGrabItemWithWhip();
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/* vt 0x0D4 */ virtual void someFloatWithWhip();
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/* vt 0x0D8 */ virtual void getItemFromClawshotsMaybe();
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/* vt 0x0DC */ virtual void vt_0x0DC();
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/* vt 0x0DC */ virtual void vt_0x0DC(dAcBase_c *, mVec3_c &);
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/* vt 0x0E0 */ virtual void isUsingBomb();
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/* vt 0x0E4 */ virtual void vt_0x0E4();
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/* vt 0x0E8 */ virtual void vt_0x0E8();
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@@ -246,5 +246,12 @@ public:
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return mCurrentAction;
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}
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inline bool checkActionFlags(u32 mask) const {
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return (mActionFlags & mask) != 0;
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}
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inline bool checkActionFlagsCont(u32 mask) const {
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return (mActionFlagsCont & mask) != 0;
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}
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static dAcPy_c *LINK;
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};
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@@ -2,13 +2,30 @@
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#define D_A_OBJ_FLYING_CLAWSHOT_TARGET_H
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#include "d/a/obj/d_a_obj_base.h"
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#include "d/col/cc/d_cc_d.h"
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#include "m/m3d/m_smdl.h"
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#include "m/m_quat.h"
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#include "m/m_vec.h"
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class dAcOFlyingClawshotTarget_c : public dAcObjBase_c {
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public:
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dAcOFlyingClawshotTarget_c() {}
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virtual ~dAcOFlyingClawshotTarget_c() {}
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virtual int draw() override;
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virtual bool createHeap() override;
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virtual int actorCreate() override;
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virtual int actorPostCreate() override;
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virtual int actorExecute() override;
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private:
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/* 0x330 */ m3d::smdl_c mMdl;
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/* 0x34C */ dCcD_Sph mSph;
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/* 0x49C */ int mState;
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/* 0x4A0 */ mVec3_c mMarkPoint;
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/* 0x4AC */ mQuat_c mToLink;
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static const cCcD_SrcGObj sColSrc;
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};
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#endif
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@@ -14,7 +14,9 @@ public:
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return *this;
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}
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bool Set(const mVec3_c &, const mVec3_c &);
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void fn_802F2780(const mQuat_c &other);
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bool fn_802F2450(const mVec3_c &, const mVec3_c &, f32);
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};
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#endif
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@@ -220,11 +220,16 @@ public:
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f32 distance(const mVec3_c &to) const {
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return EGG::Math<f32>::sqrt(PSVECSquareDistance(*this, to));
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}
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f32 squareDistance(const mVec3_c &to) const {
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return VEC3DistSq(*this, to);
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}
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f32 squareMagXZ() const {
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return x * x + z * z;
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}
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void rotX(const mAng &angle);
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void rotY(const mAng &angle);
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void rotZ(const mAng &angle);
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void CopyTo(nw4r::math::VEC3 *p) {
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p->x = x;
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