mirror of
https://github.com/zeldaret/ss
synced 2026-06-05 03:07:49 -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>
38 lines
843 B
C++
38 lines
843 B
C++
#ifndef D_A_O_SPIKE_H
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#define D_A_O_SPIKE_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_vec.h"
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#include "nw4r/g3d/g3d_resfile.h"
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#include "s/s_State.hpp"
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#include "s/s_StateID.hpp"
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class dAcOspike_c : public dAcObjBase_c {
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public:
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dAcOspike_c() : mStateMgr(*this, sStateID::null) {}
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virtual ~dAcOspike_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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STATE_FUNC_DECLARE(dAcOspike_c, Wait);
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static const mVec3_c sVec1;
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static const mVec3_c sVec2;
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private:
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static dCcD_SrcUnk sCcSrc;
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nw4r::g3d::ResFile mResFile;
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m3d::smdl_c mMdl;
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dCcD_Unk mCollision;
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STATE_MGR_DECLARE(dAcOspike_c);
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};
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#endif
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