Files
st/include/Animation/CellAnimObject.hpp
T
Yanis 453db24d41 Misc Stuff 6 (#78)
* gcc fixes

* document random things in UnkStruct_027e09b8_00

* match func_ov001_020ba670 and rabbit docs

* match func_ov026_0211f394

* fix build issues

* match func_ov026_0211e3e0

* match func_ov026_02102924

* move structs to header

* document train rope thing

* MapObject OK and ActorRef stuff

* match more actor funcs

* fix regressions

* fix build issues

* more regressions fixes

* name keyt grab func

* UnkSubStruct19 -> CellAnimObject (based on the only assert string)

* fix build issues due to merge

* Actor::mUnk_4C -> Actor::mState + related changes

* create GetActorPtr template inline for Actor_c4

* ActorUnk_ov000_020a8bb0 -> Actor_Derived1

* actor: add comments about mUnk_50/52 and change type of mAngle
2026-06-17 22:20:45 +02:00

48 lines
1.3 KiB
C++

#pragma once
#include <math.hpp>
#include <nns/anim.h>
// assumed to be the only original name, from an assert inside `func_ov000_020609c4`
class CellAnimObject {
public:
/* 00 */ CellAnim mCellAnim;
/* 50 */ unk32 mUnk_50;
/* 54 */ unk32 mUnk_54;
/* 58 */ unk32 mUnk_58; // another timer?
/* 5C */ Vec2s mUnk_5C; // position of the animated texture
/* 60 */ unk32 mUnk_60;
/* 64 */ unk32 mUnk_64;
/* 68 */ unk32 mUnk_68;
/* 6C */ unk16 mUnk_6C;
/* 6E */ bool mUnk_6E;
/* 6F */ unk8 mUnk_6F;
/* 70 */ unk32 mUnk_70;
/* 74 */ unk16 mUnk_74;
/* 76 */ unk16 mUnk_76;
/* 78 */
CellAnimObject();
CellAnimObject(unk32 param1, unk32 param2) {
this->mUnk_6E = true;
this->mUnk_70 = 0;
this->mUnk_5C.x = 0;
this->mUnk_5C.y = 0;
this->mUnk_74 = 0;
this->func_ov000_0206082c(param1, param2);
}
void func_ov000_0206082c(s16 param1, unk32 param2);
void func_ov000_02060950();
void func_ov000_020609b0();
void func_ov000_020609c4(void);
bool func_ov000_02060a98(unk32 param1);
void func_ov000_02060ad0();
bool func_ov000_02060af8(void);
void func_ov000_02060b50();
void func_ov000_02060b64(void);
void func_ov000_02060bac();
unk32 func_ov000_02060c28(void);
void func_ov000_02060bd8(unk32 param1);
};