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https://github.com/zeldaret/ss
synced 2026-05-24 15:20:58 -04:00
8a3710824b
* c_cc_d soooo close * d_cc_shape_colliders -> d_cc_d * ported over changes from #43 * Oops, didnt save * use better collision functions in bombf * bombf fixes * bombf actorPostCreate matching * fix * small fix for cCcD_UnkAttr Set function * more cleanup(?) for c_cc_d * d_cc_mass_s OK * Initial d_cc_s setup * some easy funcs --------- Co-authored-by: robojumper <robojumper@gmail.com>
42 lines
1.1 KiB
C++
42 lines
1.1 KiB
C++
#ifndef D_A_BOMBF_H
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#define D_A_BOMBF_H
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#include "d/a/obj/d_a_obj_base.h"
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#include "d/a/obj/d_a_obj_bomb.h"
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#include "d/col/c/c_bg_s_poly_info.h"
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#include "s/s_State.hpp"
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#include "toBeSorted/time_area_mgr.h"
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class dAcBombf_c : public dAcObjBase_c {
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public:
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dAcBombf_c() : mStateMgr(*this, sStateID::null) {}
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virtual ~dAcBombf_c() {}
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virtual bool createHeap() override;
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virtual int create() override;
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virtual int actorExecute() override;
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virtual int draw() override;
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virtual int doDelete() override;
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virtual int actorCreate() override;
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virtual int actorPostCreate() override;
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STATE_FUNC_DECLARE(dAcBombf_c, Wait);
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private:
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void regrowBomb();
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/* 0x330 */ m3d::smdl_c mModel;
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/* 0x34C */ STATE_MGR_DECLARE(dAcBombf_c);
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/* 0x388 */ dAcRef_c<dAcBomb_c> mBombRef;
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/* 0x394 */ UNKWORD field_0x394;
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/* 0x398 */ cBgS_PolyInfo field_0x398;
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/* 0x3C4 */ TimeAreaStruct mTimeAreaStruct;
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/* 0x3D0 */ bool field_0x3D0;
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/* 0x3D1 */ u8 mDespawnSceneFlag;
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/* 0x3D2 */ u8 field_0x3D2;
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/* 0x3D3 */ u8 field_0x3D3;
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/* 0x3D4 */ u8 field_0x3D4;
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};
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#endif
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