NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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dActor_c Class Reference

#include <game/bases/d_actor.hpp>

Inheritance diagram for dActor_c:
[legend]

Description

The minimum required implementation for a stage actor.

Definition at line 15 of file d_actor.hpp.

Public Types

enum  EAT_POINTS_e {
  EAT_POINTS_200 ,
  EAT_POINTS_1000 ,
  EAT_POINTS_NONE
}
 The score awarded when the actor is eaten by Yoshi. More...
 
enum  EAT_STATE_e {
  EAT_STATE_NONE ,
  EAT_STATE_EATING ,
  EAT_STATE_EATEN ,
  EAT_STATE_SPIT ,
  EAT_STATE_SPAT
}
 The possible actor eat states. More...
 
enum  EAT_BEHAVIOR_e {
  EAT_TYPE_NONE ,
  EAT_TYPE_EAT ,
  EAT_TYPE_EAT_PERMANENT ,
  EAT_TYPE_UNK3 ,
  EAT_TYPE_FIREBALL ,
  EAT_TYPE_ICEBALL
}
 The possible actor behaviors when eaten by Yoshi. More...
 
enum  STAGE_ACTOR_KIND_e {
  STAGE_ACTOR_GENERIC ,
  STAGE_ACTOR_PLAYER ,
  STAGE_ACTOR_YOSHI ,
  STAGE_ACTOR_ENTITY
}
 The possible stage actor kinds. More...
 
enum  CARRY_ACTION_e {
  CARRY_RELEASE = BIT_FLAG(0) ,
  CARRY_THROW = BIT_FLAG(1)
}
 The possible carry actions. More...
 
enum  BG_COLL_FLAG_e {
  COLL_NONE = BIT_FLAG(-1) ,
  COLL_HEAD = BIT_FLAG(0) ,
  COLL_WALL_L = BIT_FLAG(1) ,
  COLL_WALL_R = BIT_FLAG(2) ,
  COLL_FOOT = BIT_FLAG(3)
}
 The collision directions that an actor can respond to. More...
 
enum  ACTOR_SPAWN_FLAG_e {
  ACTOR_SPAWNED = BIT_FLAG(0) ,
  ACTOR_NO_RESPAWN = BIT_FLAG(3)
}
 Information related to actor spawning. More...
 
enum  SCREEN_OUT_e {
  SKIP_NONE = BIT_FLAG(-1) ,
  SKIP_ACTOR_DELETE = BIT_FLAG(1) ,
  SKIP_SCREEN_CHECK = BIT_FLAG(2) ,
  SKIP_RIDE_CHECK = BIT_FLAG(3)
}
 Flags used to control out of screen checks. More...
 
typedef dAcPy_c *(* searchNearPlayerFunc) (mVec2_c &delta, const mVec2_c &pos)
 Gets the closest player to the given position and its distance.
 
typedef bool(* getTrgToSrcDirFunc) (float trgX, float srcX)
 Gets the direction the target position is in, from the source position's viewpoint.
 
- Public Types inherited from dBaseActor_c
enum  ACTOR_KIND_e {
  ACTOR_MAP_GENERIC ,
  ACTOR_MAP_DEMO ,
  ACTOR_MAP_OBJECT ,
  ACTOR_MAP_ENEMY ,
  ACTOR_MAP_PLAYER ,
  ACTOR_MAP_STOP ,
  ACTOR_UNK_6 ,
  ACTOR_MENU_PLAYER ,
  ACTOR_GENERIC
}
 An identifier that represents the actor's kind. More...
 
- Public Types inherited from fBase_c
enum  LIFECYCLE_e {
  CREATING ,
  ACTIVE ,
  DELETING
}
 The possible lifecycle states. More...
 
enum  GROUP_TYPE_e {
  OTHER ,
  SCENE ,
  ACTOR
}
 The possible group types. More...
 
enum  MAIN_STATE_e {
  CANCELED ,
  ERROR ,
  SUCCESS ,
  WAITING
}
 The possible operation results. More...
 
enum  PACK_RESULT_e {
  NOT_READY ,
  SUCCEEDED ,
  FAILED
}
 The possible operation step results. More...
 
enum  PROC_DISABLE_e {
  ROOT_DISABLE_EXECUTE = BIT_FLAG(0) ,
  DISABLE_EXECUTE = BIT_FLAG(1) ,
  ROOT_DISABLE_DRAW = BIT_FLAG(2) ,
  DISABLE_DRAW = BIT_FLAG(3)
}
 Controls if the execute and draw operations should be skipped. More...
 

Public Member Functions

 dActor_c ()
 Constructs a new actor.
 
 ~dActor_c ()
 Destroys the actor.
 
virtual int preCreate ()
 pre method for the create operation.
 
virtual void postCreate (fBase_c::MAIN_STATE_e status)
 post method for the create operation.
 
virtual int preDelete ()
 pre method for the delete operation.
 
virtual void postDelete (fBase_c::MAIN_STATE_e status)
 post method for the delete operation.
 
virtual int preExecute ()
 pre method for the execute operation.
 
virtual void postExecute (fBase_c::MAIN_STATE_e status)
 post method for the execute operation.
 
virtual int preDraw ()
 pre method for the draw operation.
 
virtual void postDraw (fBase_c::MAIN_STATE_e status)
 post method for the draw operation.
 
virtual const char * getKindString () const
 Gets the base's kind string.
 
virtual bool ActorDrawCullCheck ()
 Checks if the actor is out of view.
 
virtual void block_hit_init ()
 Callback for when a block directly beneath the actor is hit.
 
virtual bool vf68 (dBg_ctr_c *collider)
 Unknown, related to collision.
 
virtual s8 * getPlrNo ()
 Gets the player number associated with the actor. See mPlayerNo.
 
virtual mVec2_c getLookatPos () const
 Gets the position players look to when focused on the actor.
 
virtual bool isSpinLiftUpEnable ()
 Returns whether the actor can be carried.
 
virtual void setSpinLiftUpActor (dActor_c *carryingActor)
 Callback for when the actor is picked up by another actor.
 
virtual void setCarryFall (dActor_c *carryingActor, int collisionDelay)
 Callback for when the actor is dropped by the carrying actor.
 
virtual void setEatTongue (dActor_c *eatingActor)
 Callback for when the actor is targeted by Yoshi's tongue.
 
virtual void setEatTongueOff (dActor_c *eatingActor)
 Callback for when the eating action is canceled.
 
virtual void setEatMouth (dActor_c *eatingActor)
 Callback for when the actor is being eaten.
 
virtual bool setEatSpitOut (dActor_c *eatingActor)
 Callback for when the actor is about to be spat out.
 
virtual bool setEatGlupDown (dActor_c *eatingActor)
 Callback for when the actor is about to be fully swallowed.
 
virtual void eatMove (dActor_c *eatingActor)
 Updates the actor's position during eating actions.
 
virtual void removeCc ()
 Disables the actor's collision.
 
virtual void reviveCc ()
 Enables the actor's collision.
 
virtual void setAfterEatScale ()
 Restores the actor's scale once spat out.
 
virtual void calcSpitOutPos (dActor_c *eatingActor)
 Calculates the position where the actor will be spat out.
 
virtual float calcEatScaleRate (dActor_c *eatingActor)
 Computes the scaling rate during eating.
 
virtual void calcEatInScale (dActor_c *eatingActor)
 Adjusts the actor's scale while being eaten.
 
virtual void allEnemyDeathEffSet ()
 Spawns the visual effects for when all players reach the flagpole and all enemies are cleared.
 
virtual void vfb4 ()
 
virtual void funsuiMoveX ()
 
virtual void cancelFunsuiActUpper ()
 
virtual void cancelFunsuiActSide (int)
 
virtual void cancelFunsuiActVanish ()
 
virtual void waterSplashEffect (const mVec3_c &pos, float size)
 Generates a water splash effect.
 
virtual void yoganSplashEffect (const mVec3_c &pos, float size)
 Generates a lava splash effect.
 
virtual void poisonSplashEffect (const mVec3_c &pos, float size)
 Generates a poison water splash effect.
 
bool checkAreaNo ()
 Checks if at least one player is in the same zone as the actor.
 
void deleteActor (u8 deleteForever)
 Deletes the actor and optionally disables respawn.
 
bool areaCullCheck (const mVec3_c &pos, const mBoundBox &bound, u8 areaID) const
 Checks if the actor should be culled due to zone limits.
 
bool ActorScrOutCheck (u16 flags)
 Checks if the actor is out of gameplay and optionally deletes it.
 
bool checkBgColl ()
 Returns whether the actor is colliding with any enabled collision sides.
 
bool carryFukidashiCheck (int fukidashiAction, mVec2_c fukidashiTriggerSize)
 Checks if the prompt for the given action should be displayed for each player.
 
dAcPy_csearchCarryFukidashiPlayer (int fukidashiAction)
 Searches the closest player who has not yet performed the given action.
 
void carryFukidashiCancel (int fukidashiAction, int playerId)
 Hides the given action prompt for all players.
 
void killActor (s8 playerId, int noScore)
 Kills the actor and optionally awards points to one or all players.
 
void slideComboSE (int multiplier, bool shortCombo)
 Plays the combo kill sound effect.
 
void clrComboCnt ()
 Clears the actor's combo counter.
 
bool checkCarried (int *playerNum)
 Returns whether the actor is being carried by a player.
 
dAcPy_csearchNearPlayer (mVec2_c &delta)
 Gets the closest player to the actor and its distance.
 
void setKind (u8 kind)
 Sets the actor's kind. See STAGE_ACTOR_KIND_e.
 
mBoundBox getDestroyBound ()
 
void setDefaultMaxBound ()
 
float getCenterX ()
 
float getCenterY ()
 
u8 getKindMask ()
 
- Public Member Functions inherited from dBaseActor_c
 dBaseActor_c ()
 Constructs a new actor.
 
void calcSpeed ()
 Updates the actor's speed (3D actors). See here for details.
 
void calcSpeedXY ()
 Updates the actor's speed (2D actors). See here for details.
 
void calcSpeedX ()
 Updates the actor's X speed. See here for details.
 
void calcFallSpeed ()
 Updates the actor's falling speed. See here for details.
 
void calcSpeedY ()
 Updates the actor's Y speed. See here for details.
 
void calcSpeedF ()
 Updates the actor's forward speed. See here for details.
 
void makeMtx ()
 Generates a partial transformation matrix for the actor and stores it in mMatrix.
 
mVec3_c getCenterPos () const
 Gets the actor's centered position.
 
void posMove (mVec3_c &delta)
 Moves the actor by the given delta.
 
void posMove ()
 Moves the actor by its speed.
 
int GetProfNameActorNum (ProfileName profile)
 Counts the instances of the given actor profile.
 
- Public Member Functions inherited from dBase_c
 dBase_c ()
 Constructs a new base.
 
virtual ~dBase_c ()
 Destroys the base.
 
- Public Member Functions inherited from fBase_c
 fBase_c ()
 Constructs a new base.
 
void deleteRequest ()
 Requests deletion of the base.
 
fBase_cgetConnectParent () const
 Gets the base's parent.
 
fBase_cgetConnectChild () const
 Gets the base's first child.
 
fBase_cgetConnectBrNext () const
 Gets the base's next sibling.
 
bool checkChildProcessCreateState () const
 Checks if the base has at least one child in the CREATING state.
 
- Public Member Functions inherited from cOwnerSetMg_c
 cOwnerSetMg_c ()
 Constructs a new set container.
 
 ~cOwnerSetMg_c ()
 Destroys the set.
 
void add (cOwnerSetNd_c *nd, void *owner)
 Adds a node to the set.
 
void remove (cOwnerSetNd_c *nd, void *owner)
 Removes a node from the set.
 

Static Public Member Functions

static void setSoftLight_Player (m3d::bmdl_c &mdl)
 Sets the soft light effect for players.
 
static void setSoftLight_Enemy (m3d::bmdl_c &mdl)
 Sets the soft light effect for enemies.
 
static void setSoftLight_Map (m3d::bmdl_c &mdl)
 Sets the soft light effect for map actors.
 
static void setSoftLight_MapObj (m3d::bmdl_c &mdl)
 Sets the soft light effect for map objects.
 
static void setSoftLight_Boss (m3d::bmdl_c &mdl)
 Sets the soft light effect for bosses.
 
static void setSoftLight_Item (m3d::bmdl_c &mdl)
 Sets the soft light effect for items.
 
static bool screenCullCheck (const mVec3_c &pos, const mBoundBox &visibleBound, mBoundBox destroyBound, u8 areaID)
 Checks if the actor should be culled due to being outside the screen.
 
static dAcPy_csearchNearPlayer_Main (mVec2_c &delta, const mVec2_c &pos)
 See searchNearPlayerFunc.
 
static dAcPy_csearchNearPlayerNormal (mVec2_c &delta, const mVec2_c &pos)
 See searchNearPlayerFunc.
 
static dAcPy_csearchNearPlayerLoop (mVec2_c &delta, const mVec2_c &pos)
 See searchNearPlayerFunc.
 
static bool getTrgToSrcDir_Main (float trgX, float srcX)
 See getTrgToSrcDirFunc.
 
static bool getTrgToSrcDirNormal (float trgX, float srcX)
 See getTrgToSrcDirFunc.
 
static bool getTrgToSrcDirLoop (float trgX, float srcX)
 See getTrgToSrcDirFunc.
 
static void changePosAngle (mVec3_c *pos, mAng3_c *ang, int param3)
 Adjusts the actor's position to account for looping stages.
 
static void setSearchNearPlayerFunc (int loopType)
 Sets the player search function to be used for the level.
 
static void setGetTrgToSrcDirFunc (int loopType)
 Sets the direction detection function to be used for the level.
 
static void setChangePosAngleFunc (int loopType)
 Sets the position update function to be used for the level.
 
static void setLoopFunc (int loopType)
 Sets the position-related functions for the level.
 
static void setTmpCtData (u8 layer)
 Sets temporary data to be used for the next actor's construction.
 
static dActor_cconstruct (ProfileName profName, unsigned long param, const mVec3_c *position, const mAng3_c *rotation, u8 layer)
 Creates a stage actor without a parent.
 
static dActor_cconstruct (ProfileName profName, dBase_c *parent, unsigned long param, const mVec3_c *position, const mAng3_c *rotation, u8 layer)
 Creates a child stage actor with the given parent.
 
- Static Public Member Functions inherited from dBaseActor_c
static void draw2DActorOnLyt1 ()
 Calls draw2D on every actor.
 
static void draw2DActorOnLyt2 ()
 Calls draw2D_lyt2 on every actor.
 
static dBaseActor_cconstruct (ProfileName profName, unsigned long param, const mVec3_c *position, const mAng3_c *rotation)
 Creates an actor without a parent.
 
static dBaseActor_cconstruct (ProfileName profName, dBase_c *parent, unsigned long param, const mVec3_c *position, const mAng3_c *rotation)
 Creates a child actor with the given parent.
 
- Static Public Member Functions inherited from dBase_c
static dBase_csearchBaseByProfName (ProfileName profile, const dBase_c *parent)
 Searches for a base with a given profile name, optionally under a given parent.
 
static void initLoader ()
 Sets the callbacks for the scrapped relocatable profile system.
 
static dBase_ccreateBase (ProfileName profName, dBase_c *parent, unsigned long param, u8 groupType)
 Creates a child base under the given parent.
 
static dBase_ccreateRoot (ProfileName profName, unsigned long param, u8 groupType)
 Creates a root base.
 
- Static Public Member Functions inherited from fBase_c
static void * operator new (size_t)
 new operator override for all bases.
 
static void operator delete (void *)
 delete operator override for all bases.
 
static fBase_ccreateChild (ProfileName profName, fBase_c *parent, unsigned long param, u8 groupType)
 Creates a child base under the given parent.
 
static fBase_ccreateRoot (ProfileName profName, unsigned long param, u8 groupType)
 Creates a root base.
 

Public Attributes

u8 m_00
 Seems to be a player bit flag.
 
u32 mCarryFukidashiPlayerNo
 The player for whom an action prompt related to the actor is being displayed. -1 if no players meet this criteria.
 
CARRY_ACTION_e mCarryingFlags
 The actor's carry actions.
 
u32 mThrowDirection
 The actor's direction when thrown or dropped after carrying.
 
u32 mComboMultiplier
 The current combo multiplier obtained by the actor by colliding with other actors.
 
u8 m_13
 
u32 m_17
 
float m_1b
 
u32 m_1f
 
dCc_c mCc
 The actor-to-actor collision sensor.
 
dBc_c mBc
 The actor-to-tile collision sensor.
 
dRc_c mRc
 The actor's ride surface manager.
 
mVec2_c m_1eb
 
mVec2_c mVisibleAreaSize
 The size of the area inside which the actor is visible.
 
mVec2_c mVisibleAreaOffset
 The offset applied to the area size.
 
mBoundBox mMaxBound
 
mBoundBox mDestroyBound
 
u8 mDirection
 The actor's facing direction.
 
u8 mAreaNo
 The actor's zone ID.
 
u8 mBgCollFlags
 The collision directions that the actor can respond to.
 
u8 * mpSpawnFlags
 The spawn flags for the actor. See ACTOR_SPAWN_FLAG_e.
 
u16 * mpDeleteVal
 
u16 mEventNums
 The event IDs the actor is tracking.
 
u64 mEventMask
 The event mask, generated from mEventNums.
 
u32 m_23b
 
u16 mSpriteSpawnFlags
 The spawn flags from the sprite data entry.
 
bool mBlockHit
 Whether a block below the actor was hit.
 
u32 mEatenByID
 The unique identifier of the eating actor.
 
u8 mEatState
 The actor's eat state. Value is a EAT_STATE_e.
 
u8 mEatBehaviour
 The actor's eat behaviour. Value is a EAT_BEHAVIOR_e.
 
mVec3_c mPreEatScale
 The actor's scale before being eaten.
 
EAT_POINTS_e mEatPoints
 The score awarded when the actor is eaten by Yoshi.
 
int mAttentionMode
 
u32 mAttentionFlags
 
dPropelParts_c * mPropelParts
 The actor's propeller effect manager.
 
u8 mKind
 The actor's kind. Value is a STAGE_ACTOR_KIND_e.
 
s8 mPlayerNo
 The player associated with the actor, -1 if not associated to any player.
 
u8 mExecStopMask
 The mask required to disable the execute operation for the actor.
 
u8 mLayer
 The actor's layer.
 
bool mNoRespawn
 Whether the actor should not respawn after being deleted.
 
bool mBackFence
 Whether the actor is on the back side of chainlink fences.
 
- Public Attributes inherited from dBaseActor_c
mMtx_c mMatrix
 The actor's partial transformation matrix. See makeMtx for details.
 
mVec3_c mPos
 The actor's position.
 
mVec3_c mLastPos
 The actor's position in the previous frame.
 
mVec3_c mPosDelta
 The actor's position delta since the previous frame.
 
mVec3_c mCenterOffs
 The offset from the position to the center of the actor (defaults to 0).
 
mVec3_c mScale
 The actor's scale (defaults to 1).
 
mVec3_c mSpeed
 The actor's speed.
 
mVec3_c mSpeedMax
 The actor's maximum speed.
 
mAng3_c mAngle
 The actor's rotation (for 2D actors).
 
mAng3_c mAngle3D
 The actor's rotation (for 3D actors).
 
float mSpeedF
 The actor's horizontal speed.
 
float mMaxSpeedF
 The actor's maximum horizontal speed.
 
float mAccelY
 The actor's vertical acceleration.
 
float mMaxFallSpeed
 The actor's maximum fall speed.
 
float mAccelF
 The actor's horizontal acceleration.
 
u32 mActorProperties
 The actor's properties. See fProfile::fActorProfile_c::mActorProperties.
 
bool mVisible
 Whether the actor should be visible or not. Defaults to true .
 
- Public Attributes inherited from fBase_c
fBaseID_e mUniqueID
 The base's unique identifier.
 
u32 mParam
 A bitfield that configures the base's behaviour. Its usage varies from profile to profile.
 
ProfileName mProfName
 The base's profile name.
 

Static Public Attributes

static const float smc_CULL_XLIMIT = 80.0f
 The default max bound X offset.
 
static const float smc_CULL_YLIMIT = 256.0f
 The default max bound Y offset.
 
static const float smc_CULL_AREA_XLIMIT = 128.0f
 The default max bound X size.
 
static const float smc_CULL_AREA_YLIMIT = 128.0f
 The default max bound Y size.
 
static const mVec2_c smc_FUKIDASHI_RANGE = mVec2_c(9.0f, 12.0f)
 The default trigger area size for displaying action prompts.
 
static u8 mExecStopReq
 The actors for which the execute operation is requested to be disabled.
 
static u8 mDrawStopReq
 The actor kinds for which the draw operation is requested to be disabled.
 
static u8 mExecStop
 The actors for which the execute operation is currently disabled.
 
static u8 mDrawStop
 The actor kinds for which the draw operation is currently disabled.
 
static searchNearPlayerFunc mSearchNearPlayerFunc
 The player search function.
 
static getTrgToSrcDirFunc mGetTrgToSrcDirFunc
 The direction detection function.
 
static u8 m_tmpCtLayerNo
 Temporary storage for the next constructed actor's layer. See mLayer.
 
static u8 * m_tmpCtSpawnFlags
 Temporary storage for the next created sprite actor's spawn flags. See mpSpawnFlags.
 
static u16 m_tmpCtEventNums
 Temporary storage for the next created sprite actor's tracked event IDs. See mEventNums.
 
static u64 m_tmpCtEventMask
 Temporary storage for the next created sprite actor's event mask. See mEventMask.
 
static u8 m_tmpCtSpriteLayerNo
 Temporary storage for the next created sprite actor's layer. See mLayer.
 

Additional Inherited Members

- Protected Member Functions inherited from dBaseActor_c
virtual ~dBaseActor_c ()
 Destroys the actor.
 
virtual void draw2D ()
 Alternate drawing function used to draw 3D models in front of 2D graphics (first draw pass).
 
virtual void draw2D_lyt2 ()
 Alternate drawing function used to draw 3D models in front of 2D graphics (second draw pass).
 
virtual int GetActorType ()
 Gets the actor kind. See ACTOR_KIND_e.
 
virtual void finalUpdate ()
 Code to be executed after all actors' execute operation has run.
 
- Protected Member Functions inherited from fBase_c
bool isProcControlFlag (u8 flag) const
 Checks if a flag is set in mProcControl.
 
void setProcControlFlag (u8 flag)
 Sets a flag in mProcControl.
 
void clearProcControlFlag (u8 flag)
 Clears a flag in mProcControl.
 
virtual int create ()
 do method for the create operation.
 
virtual int doDelete ()
 do method for the delete operation.
 
virtual int execute ()
 do method for the execute operation.
 
virtual int draw ()
 do method for the draw operation.
 
virtual void deleteReady ()
 Informs the base that it's about to be deleted.
 
virtual bool entryFrmHeap (unsigned long size, EGG::Heap *parentHeap)
 Creates a heap of the given size for the base.
 
virtual bool entryFrmHeapNonAdjust (unsigned long size, EGG::Heap *parentHeap)
 Creates a heap of the given size for the base.
 
virtual bool createHeap ()
 [Does nothing].
 
virtual ~fBase_c ()
 Destroys the base.
 
- Protected Attributes inherited from dBase_c
const char * mpKindString
 The base's kind string.
 
const char * mpNameString
 The base's profile name string.
 
- Protected Attributes inherited from fBase_c
u8 mLifecycleState
 The base's lifecycle state. Value is a LIFECYCLE_e.
 
bool mDeleteRequested
 If deletion of the base was requested, but the delete operation has not been scheduled yet.
 
bool mDeferExecute
 If the create operation was completed, but scheduling the execute and draw operations isn't possible at this time.
 
bool mDeferRetryCreate
 If the create operation has not been completed, and rescheduling it isn't possible at this time.
 
u8 mGroupType
 The base's group type. Value is a GROUP_TYPE_e.
 
u8 mProcControl
 The operations to be skipped. Value is a PROC_DISABLE_e.
 
fManager_c mMng
 The base's process manager.
 
fBaHelper_cmpUnusedHelper
 See Unused Content.
 
fLiMgBa_c mUnusedList
 See Unused Content.
 
EGG::FrmHeapmHeap
 The base's dedicated heap.
 
- Static Protected Attributes inherited from fBase_c
static int(* sLoadAsyncCallback )()
 See Unused Content.
 
static void(* sUnloadCallback )()
 See Unused Content.
 

Member Typedef Documentation

◆ searchNearPlayerFunc

typedef dAcPy_c *(* dActor_c::searchNearPlayerFunc) (mVec2_c &delta, const mVec2_c &pos)

Gets the closest player to the given position and its distance.

Centered positions are used to calculate the distance.

Parameters
deltaThe vector where the distance to the player will be written to.
posThe position to use for the search.
Returns
The closest player, or nullptr .

Definition at line 263 of file d_actor.hpp.

◆ getTrgToSrcDirFunc

typedef bool(* dActor_c::getTrgToSrcDirFunc) (float trgX, float srcX)

Gets the direction the target position is in, from the source position's viewpoint.

Parameters
trgXThe target X position.
srcXThe source X position.
Returns
The direction the target is in.

Definition at line 272 of file d_actor.hpp.

Member Enumeration Documentation

◆ EAT_POINTS_e

The score awarded when the actor is eaten by Yoshi.

Enumerator
EAT_POINTS_200 

Awards 200 points (default).

EAT_POINTS_1000 

Awards 1000 points.

EAT_POINTS_NONE 

No points are awarded.

Definition at line 19 of file d_actor.hpp.

◆ EAT_STATE_e

The possible actor eat states.

Enumerator
EAT_STATE_NONE 

The actor is not being eaten.

EAT_STATE_EATING 

The actor is in the process of being eaten.

EAT_STATE_EATEN 

The actor has been successfully eaten.

EAT_STATE_SPIT 

The actor is about to be spat out. Used for spitting out players when Yoshi is dismounted.

EAT_STATE_SPAT 

The actor has been spat out.

Definition at line 26 of file d_actor.hpp.

◆ EAT_BEHAVIOR_e

The possible actor behaviors when eaten by Yoshi.

Enumerator
EAT_TYPE_NONE 

The actor cannot be eaten.

EAT_TYPE_EAT 

The actor can be eaten and then spat out.

EAT_TYPE_EAT_PERMANENT 

The actor is consumed permanently after being eaten (default).

EAT_TYPE_UNK3 

Unknown behaviour. Used on Fruits, Pokeys and Giant Fuzzies.

EAT_TYPE_FIREBALL 

Yoshi can spit a fireball after eating the actor.

EAT_TYPE_ICEBALL 

Yoshi can spit an iceball after eating the actor.

Definition at line 35 of file d_actor.hpp.

◆ STAGE_ACTOR_KIND_e

The possible stage actor kinds.

Enumerator
STAGE_ACTOR_GENERIC 

A generic stage actor (default).

STAGE_ACTOR_PLAYER 

The player actor.

STAGE_ACTOR_YOSHI 

The Yoshi actor.

STAGE_ACTOR_ENTITY 

An interactable entity actor.

Definition at line 45 of file d_actor.hpp.

◆ CARRY_ACTION_e

The possible carry actions.

Enumerator
CARRY_RELEASE 

The actor is being released from carry.

CARRY_THROW 

The actor is being actively thrown by the player.

Definition at line 53 of file d_actor.hpp.

◆ BG_COLL_FLAG_e

The collision directions that an actor can respond to.

Enumerator
COLL_NONE 

The actor does not collide with any surface.

COLL_HEAD 

The actor can collide with ceilings.

COLL_WALL_L 

The actor can collide with walls on its left.

COLL_WALL_R 

The actor can collide with walls on its right.

COLL_FOOT 

The actor can collide with the ground.

Definition at line 59 of file d_actor.hpp.

◆ ACTOR_SPAWN_FLAG_e

Information related to actor spawning.

Enumerator
ACTOR_SPAWNED 

The actor is spawned.

ACTOR_NO_RESPAWN 

The actor must not respawn after deletion.

Definition at line 68 of file d_actor.hpp.

◆ SCREEN_OUT_e

Flags used to control out of screen checks.

Enumerator
SKIP_NONE 

No checks are skipped.

SKIP_ACTOR_DELETE 

The actor is not deleted if out of screen.

SKIP_SCREEN_CHECK 

The actor position is not checked against the screen boundaries.

SKIP_RIDE_CHECK 

The actor's ride status is not checked.

Definition at line 74 of file d_actor.hpp.

Constructor & Destructor Documentation

◆ dActor_c()

dActor_c::dActor_c ( )

Constructs a new actor.

Definition at line 46 of file d_actor.cpp.

◆ ~dActor_c()

dActor_c::~dActor_c ( )

Destroys the actor.

Definition at line 81 of file d_actor.cpp.

Member Function Documentation

◆ preCreate()

int dActor_c::preCreate ( )
virtual

pre method for the create operation.

Returns
A PACK_RESULT_e value.

Reimplemented from dBaseActor_c.

Definition at line 85 of file d_actor.cpp.

◆ postCreate()

void dActor_c::postCreate ( fBase_c::MAIN_STATE_e state)
virtual

post method for the create operation.

Reimplemented from dBaseActor_c.

Definition at line 89 of file d_actor.cpp.

◆ preDelete()

int dActor_c::preDelete ( )
virtual

pre method for the delete operation.

Returns
A PACK_RESULT_e value.

Reimplemented from dBaseActor_c.

Definition at line 93 of file d_actor.cpp.

◆ postDelete()

void dActor_c::postDelete ( fBase_c::MAIN_STATE_e state)
virtual

post method for the delete operation.

Reimplemented from dBaseActor_c.

Definition at line 101 of file d_actor.cpp.

◆ preExecute()

int dActor_c::preExecute ( )
virtual

pre method for the execute operation.

Returns
A PACK_RESULT_e value.

Reimplemented from dBaseActor_c.

Definition at line 105 of file d_actor.cpp.

◆ postExecute()

void dActor_c::postExecute ( fBase_c::MAIN_STATE_e state)
virtual

post method for the execute operation.

Reimplemented from dBaseActor_c.

Definition at line 123 of file d_actor.cpp.

◆ preDraw()

int dActor_c::preDraw ( )
virtual

pre method for the draw operation.

Returns
A PACK_RESULT_e value.

Reimplemented from dBaseActor_c.

Definition at line 141 of file d_actor.cpp.

◆ postDraw()

void dActor_c::postDraw ( fBase_c::MAIN_STATE_e state)
virtual

post method for the draw operation.

Reimplemented from dBaseActor_c.

Definition at line 154 of file d_actor.cpp.

◆ getKindString()

const char * dActor_c::getKindString ( ) const
virtual

Gets the base's kind string.

Reimplemented from dBase_c.

Definition at line 158 of file d_actor.cpp.

◆ ActorDrawCullCheck()

bool dActor_c::ActorDrawCullCheck ( )
virtual

Checks if the actor is out of view.

Returns
true if the actor is out of view, else false.

Definition at line 443 of file d_actor.cpp.

◆ block_hit_init()

void dActor_c::block_hit_init ( )
virtual

Callback for when a block directly beneath the actor is hit.

Definition at line 578 of file d_actor.cpp.

◆ vf68()

virtual bool dActor_c::vf68 ( dBg_ctr_c * collider)
inlinevirtual

Unknown, related to collision.

Definition at line 104 of file d_actor.hpp.

◆ getPlrNo()

virtual s8 * dActor_c::getPlrNo ( )
inlinevirtual

Gets the player number associated with the actor. See mPlayerNo.

Definition at line 105 of file d_actor.hpp.

◆ getLookatPos()

mVec2_c dActor_c::getLookatPos ( ) const
virtual

Gets the position players look to when focused on the actor.

Definition at line 574 of file d_actor.cpp.

◆ isSpinLiftUpEnable()

virtual bool dActor_c::isSpinLiftUpEnable ( )
inlinevirtual

Returns whether the actor can be carried.

Definition at line 109 of file d_actor.hpp.

◆ setSpinLiftUpActor()

void dActor_c::setSpinLiftUpActor ( dActor_c * carryingActor)
virtual

Callback for when the actor is picked up by another actor.

Parameters
carryingActorThe actor performing the carrying action.

Definition at line 611 of file d_actor.cpp.

◆ setCarryFall()

virtual void dActor_c::setCarryFall ( dActor_c * carryingActor,
int collisionDelay )
inlinevirtual

Callback for when the actor is dropped by the carrying actor.

Parameters
carryingActorThe carrying actor.
collisionDelayThe amount of frames during which collisions with the former carrier are ignored.

Definition at line 118 of file d_actor.hpp.

◆ setEatTongue()

void dActor_c::setEatTongue ( dActor_c * eatingActor)
virtual

Callback for when the actor is targeted by Yoshi's tongue.

Parameters
eatingActorThe actor performing the eating action.

Definition at line 613 of file d_actor.cpp.

◆ setEatTongueOff()

void dActor_c::setEatTongueOff ( dActor_c * eatingActor)
virtual

Callback for when the eating action is canceled.

This only seems to occur when two actors try to eat the same actor at the same time.

Parameters
eatingActorThe actor performing the eating action.

Definition at line 617 of file d_actor.cpp.

◆ setEatMouth()

void dActor_c::setEatMouth ( dActor_c * eatingActor)
virtual

Callback for when the actor is being eaten.

Parameters
eatingActorThe actor performing the eating action.

Definition at line 619 of file d_actor.cpp.

◆ setEatSpitOut()

bool dActor_c::setEatSpitOut ( dActor_c * eatingActor)
virtual

Callback for when the actor is about to be spat out.

Parameters
eatingActorThe actor performing the eating action.
Returns
Whether the actor should be spat out.

Definition at line 621 of file d_actor.cpp.

◆ setEatGlupDown()

bool dActor_c::setEatGlupDown ( dActor_c * eatingActor)
virtual

Callback for when the actor is about to be fully swallowed.

Parameters
eatingActorThe eating actor.
Returns
Always returns true .

Definition at line 625 of file d_actor.cpp.

◆ eatMove()

void dActor_c::eatMove ( dActor_c * eatingActor)
virtual

Updates the actor's position during eating actions.

Parameters
eatingActorThe eating actor.

Definition at line 682 of file d_actor.cpp.

◆ removeCc()

void dActor_c::removeCc ( )
virtual

Disables the actor's collision.

Definition at line 799 of file d_actor.cpp.

◆ reviveCc()

void dActor_c::reviveCc ( )
virtual

Enables the actor's collision.

Definition at line 803 of file d_actor.cpp.

◆ setAfterEatScale()

void dActor_c::setAfterEatScale ( )
virtual

Restores the actor's scale once spat out.

Definition at line 646 of file d_actor.cpp.

◆ calcSpitOutPos()

void dActor_c::calcSpitOutPos ( dActor_c * eatingActor)
virtual

Calculates the position where the actor will be spat out.

Definition at line 650 of file d_actor.cpp.

◆ calcEatScaleRate()

float dActor_c::calcEatScaleRate ( dActor_c * eatingActor)
virtual

Computes the scaling rate during eating.

Definition at line 663 of file d_actor.cpp.

◆ calcEatInScale()

void dActor_c::calcEatInScale ( dActor_c * eatingActor)
virtual

Adjusts the actor's scale while being eaten.

Definition at line 673 of file d_actor.cpp.

◆ allEnemyDeathEffSet()

void dActor_c::allEnemyDeathEffSet ( )
virtual

Spawns the visual effects for when all players reach the flagpole and all enemies are cleared.

Definition at line 580 of file d_actor.cpp.

◆ vfb4()

void dActor_c::vfb4 ( )
virtual

Definition at line 691 of file d_actor.cpp.

◆ funsuiMoveX()

virtual void dActor_c::funsuiMoveX ( )
inlinevirtual

Definition at line 158 of file d_actor.hpp.

◆ cancelFunsuiActUpper()

void dActor_c::cancelFunsuiActUpper ( )
virtual

Definition at line 693 of file d_actor.cpp.

◆ cancelFunsuiActSide()

void dActor_c::cancelFunsuiActSide ( int )
virtual

Definition at line 695 of file d_actor.cpp.

◆ cancelFunsuiActVanish()

void dActor_c::cancelFunsuiActVanish ( )
virtual

Definition at line 697 of file d_actor.cpp.

◆ waterSplashEffect()

void dActor_c::waterSplashEffect ( const mVec3_c & pos,
float size )
virtual

Generates a water splash effect.

Parameters
posThe effect position.
sizeThe effect scale.

Definition at line 730 of file d_actor.cpp.

◆ yoganSplashEffect()

void dActor_c::yoganSplashEffect ( const mVec3_c & pos,
float size )
virtual

Generates a lava splash effect.

Parameters
posThe effect position.
sizeThe effect scale.

Definition at line 749 of file d_actor.cpp.

◆ poisonSplashEffect()

void dActor_c::poisonSplashEffect ( const mVec3_c & pos,
float size )
virtual

Generates a poison water splash effect.

Parameters
posThe effect position.
sizeThe effect scale.

Definition at line 766 of file d_actor.cpp.

◆ checkAreaNo()

bool dActor_c::checkAreaNo ( )

Checks if at least one player is in the same zone as the actor.

Definition at line 312 of file d_actor.cpp.

◆ setSoftLight_Player()

void dActor_c::setSoftLight_Player ( m3d::bmdl_c & mdl)
static

Sets the soft light effect for players.

Definition at line 322 of file d_actor.cpp.

◆ setSoftLight_Enemy()

void dActor_c::setSoftLight_Enemy ( m3d::bmdl_c & mdl)
static

Sets the soft light effect for enemies.

Definition at line 326 of file d_actor.cpp.

◆ setSoftLight_Map()

void dActor_c::setSoftLight_Map ( m3d::bmdl_c & mdl)
static

Sets the soft light effect for map actors.

Definition at line 330 of file d_actor.cpp.

◆ setSoftLight_MapObj()

void dActor_c::setSoftLight_MapObj ( m3d::bmdl_c & mdl)
static

Sets the soft light effect for map objects.

Definition at line 334 of file d_actor.cpp.

◆ setSoftLight_Boss()

void dActor_c::setSoftLight_Boss ( m3d::bmdl_c & mdl)
static

Sets the soft light effect for bosses.

Definition at line 338 of file d_actor.cpp.

◆ setSoftLight_Item()

void dActor_c::setSoftLight_Item ( m3d::bmdl_c & mdl)
static

Sets the soft light effect for items.

Definition at line 342 of file d_actor.cpp.

◆ deleteActor()

void dActor_c::deleteActor ( u8 deleteForever)

Deletes the actor and optionally disables respawn.

Parameters
deleteForeverWhether the actor must not respawn after being deleted. Only applies to actors created by sprites.

Definition at line 356 of file d_actor.cpp.

◆ areaCullCheck()

bool dActor_c::areaCullCheck ( const mVec3_c & pos,
const mBoundBox & bound,
u8 areaID ) const

Checks if the actor should be culled due to zone limits.

Parameters
posThe actor position.
boundThe actor's bounding box.
areaIDThe actor's zone ID.
Returns
Whether the actor should be culled.

Definition at line 379 of file d_actor.cpp.

◆ ActorScrOutCheck()

bool dActor_c::ActorScrOutCheck ( u16 flags)

Checks if the actor is out of gameplay and optionally deletes it.

Parameters
flagsThe flags to control which actions to perform. Value is a SCREEN_OUT_e.
Returns
Whether the actor is out of gameplay.

Definition at line 412 of file d_actor.cpp.

◆ screenCullCheck()

static bool dActor_c::screenCullCheck ( const mVec3_c & pos,
const mBoundBox & visibleBound,
mBoundBox destroyBound,
u8 areaID )
static

Checks if the actor should be culled due to being outside the screen.

Decompilation Note
Likely belongs to the dGameCom namespace.
Parameters
posThe actor position.
visibleBoundThe actor's visible bounding box.
destroyBoundThe actor's deletion bounding box.
areaIDThe actor's zone ID (unused).
Returns
Whether the actor should be culled.

◆ checkBgColl()

bool dActor_c::checkBgColl ( )

Returns whether the actor is colliding with any enabled collision sides.

Definition at line 456 of file d_actor.cpp.

◆ carryFukidashiCheck()

bool dActor_c::carryFukidashiCheck ( int fukidashiAction,
mVec2_c fukidashiTriggerSize )

Checks if the prompt for the given action should be displayed for each player.

Parameters
fukidashiActionThe action to be checked.
fukidashiTriggerSizeThe size of the area around the actor where the prompt is displayed.
Returns
Always returns false .

Definition at line 474 of file d_actor.cpp.

◆ searchCarryFukidashiPlayer()

dAcPy_c * dActor_c::searchCarryFukidashiPlayer ( int fukidashiAction)

Searches the closest player who has not yet performed the given action.

Parameters
fukidashiActionThe action to be checked.
Returns
The closest player meeting the criteria, or nullptr if not found.

Definition at line 550 of file d_actor.cpp.

◆ carryFukidashiCancel()

void dActor_c::carryFukidashiCancel ( int fukidashiAction,
int playerId )

Hides the given action prompt for all players.

Parameters
fukidashiActionThe action to be hidden.
playerIdThe player for whom the action prompt should never be shown again, or -1 if none.

Definition at line 538 of file d_actor.cpp.

◆ killActor()

void dActor_c::killActor ( s8 playerId,
int noScore )

Kills the actor and optionally awards points to one or all players.

Parameters
playerIdThe player to assign the score resulting from the kill, or -1 to award it to all players.
noScoreWhether points should not be awarded from the kill.

Definition at line 586 of file d_actor.cpp.

◆ slideComboSE()

void dActor_c::slideComboSE ( int multiplier,
bool shortCombo )

Plays the combo kill sound effect.

Parameters
multiplierThe combo multiplier.
shortComboWhether the combo starts at 1000 points instead of 200 points.

Definition at line 699 of file d_actor.cpp.

◆ clrComboCnt()

void dActor_c::clrComboCnt ( )

Clears the actor's combo counter.

Definition at line 726 of file d_actor.cpp.

◆ checkCarried()

bool dActor_c::checkCarried ( int * playerNum)

Returns whether the actor is being carried by a player.

Parameters
playerNumA pointer where the carrying player's number will be written to, or nullptr .
Returns
Whether the actor is being carried by a player.

Definition at line 783 of file d_actor.cpp.

◆ searchNearPlayer()

dAcPy_c * dActor_c::searchNearPlayer ( mVec2_c & delta)

Gets the closest player to the actor and its distance.

Centered positions are used to calculate the distance.

Parameters
deltaThe vector where the distance between the actor and the player will be written to.
Returns
The closest player, or nullptr .

Definition at line 191 of file d_actor.cpp.

◆ searchNearPlayer_Main()

dAcPy_c * dActor_c::searchNearPlayer_Main ( mVec2_c & delta,
const mVec2_c & pos )
static

See searchNearPlayerFunc.

Definition at line 196 of file d_actor.cpp.

◆ searchNearPlayerNormal()

dAcPy_c * dActor_c::searchNearPlayerNormal ( mVec2_c & delta,
const mVec2_c & pos )
static

See searchNearPlayerFunc.

Definition at line 200 of file d_actor.cpp.

◆ searchNearPlayerLoop()

dAcPy_c * dActor_c::searchNearPlayerLoop ( mVec2_c & delta,
const mVec2_c & pos )
static

See searchNearPlayerFunc.

Definition at line 222 of file d_actor.cpp.

◆ getTrgToSrcDir_Main()

bool dActor_c::getTrgToSrcDir_Main ( float trgX,
float srcX )
static

See getTrgToSrcDirFunc.

Definition at line 277 of file d_actor.cpp.

◆ getTrgToSrcDirNormal()

bool dActor_c::getTrgToSrcDirNormal ( float trgX,
float srcX )
static

See getTrgToSrcDirFunc.

Definition at line 281 of file d_actor.cpp.

◆ getTrgToSrcDirLoop()

bool dActor_c::getTrgToSrcDirLoop ( float trgX,
float srcX )
static

See getTrgToSrcDirFunc.

Definition at line 285 of file d_actor.cpp.

◆ changePosAngle()

void dActor_c::changePosAngle ( mVec3_c * pos,
mAng3_c * ang,
int param3 )
static

Adjusts the actor's position to account for looping stages.

Parameters
posThe position to be updated.
angThe rotation (unused).
param3Always 1 (unused).

Definition at line 298 of file d_actor.cpp.

◆ setSearchNearPlayerFunc()

void dActor_c::setSearchNearPlayerFunc ( int loopType)
static

Sets the player search function to be used for the level.

Parameters
loopTypeThe loop type. See dScStage_c::LOOP_TYPE_e.

Definition at line 182 of file d_actor.cpp.

◆ setGetTrgToSrcDirFunc()

void dActor_c::setGetTrgToSrcDirFunc ( int loopType)
static

Sets the direction detection function to be used for the level.

Parameters
loopTypeThe loop type. See dScStage_c::LOOP_TYPE_e.

Definition at line 268 of file d_actor.cpp.

◆ setChangePosAngleFunc()

void dActor_c::setChangePosAngleFunc ( int loopType)
static

Sets the position update function to be used for the level.

Parameters
loopTypeThe loop type. See dScStage_c::LOOP_TYPE_e.

Definition at line 302 of file d_actor.cpp.

◆ setLoopFunc()

void dActor_c::setLoopFunc ( int loopType)
static

Sets the position-related functions for the level.

Parameters
loopTypeThe loop type. See dScStage_c::LOOP_TYPE_e.

Definition at line 306 of file d_actor.cpp.

◆ setKind()

void dActor_c::setKind ( u8 kind)

Sets the actor's kind. See STAGE_ACTOR_KIND_e.

Definition at line 177 of file d_actor.cpp.

◆ setTmpCtData()

void dActor_c::setTmpCtData ( u8 layer)
static

Sets temporary data to be used for the next actor's construction.

Parameters
layerThe actor's layer.

Definition at line 162 of file d_actor.cpp.

◆ construct() [1/2]

dActor_c * dActor_c::construct ( ProfileName profName,
unsigned long param,
const mVec3_c * position,
const mAng3_c * rotation,
u8 layer )
static

Creates a stage actor without a parent.

The actor is created as a child of the current scene actor, so that all actors can be deleted on a scene change, acting as a garbage collection mechanism.

Parameters
profNameThe actor's profile name.
paramThe actor's parameters.
positionThe actor's position.
rotationThe actor's rotation.
layerThe actor's layer.
Returns
A pointer to the instantiated actor, or nullptr .

Definition at line 167 of file d_actor.cpp.

◆ construct() [2/2]

dActor_c * dActor_c::construct ( ProfileName profName,
dBase_c * parent,
unsigned long param,
const mVec3_c * position,
const mAng3_c * rotation,
u8 layer )
static

Creates a child stage actor with the given parent.

Parameters
profNameThe actor's profile name.
parentThe actor's parent. Must not be nullptr .
paramThe actor's parameters.
positionThe actor's position.
rotationThe actor's rotation.
layerThe actor's layer.
Returns
A pointer to the instantiated actor, or nullptr .

Definition at line 172 of file d_actor.cpp.

◆ getDestroyBound()

mBoundBox dActor_c::getDestroyBound ( )
inline

Definition at line 382 of file d_actor.hpp.

◆ setDefaultMaxBound()

void dActor_c::setDefaultMaxBound ( )
inline

Definition at line 384 of file d_actor.hpp.

◆ getCenterX()

float dActor_c::getCenterX ( )
inline

Definition at line 388 of file d_actor.hpp.

◆ getCenterY()

float dActor_c::getCenterY ( )
inline

Definition at line 389 of file d_actor.hpp.

◆ getKindMask()

u8 dActor_c::getKindMask ( )
inline

Definition at line 391 of file d_actor.hpp.

Member Data Documentation

◆ m_00

u8 dActor_c::m_00

Seems to be a player bit flag.

Definition at line 332 of file d_actor.hpp.

◆ mCarryFukidashiPlayerNo

u32 dActor_c::mCarryFukidashiPlayerNo

The player for whom an action prompt related to the actor is being displayed. -1 if no players meet this criteria.

Definition at line 333 of file d_actor.hpp.

◆ mCarryingFlags

CARRY_ACTION_e dActor_c::mCarryingFlags

The actor's carry actions.

Definition at line 334 of file d_actor.hpp.

◆ mThrowDirection

u32 dActor_c::mThrowDirection

The actor's direction when thrown or dropped after carrying.

Definition at line 335 of file d_actor.hpp.

◆ mComboMultiplier

u32 dActor_c::mComboMultiplier

The current combo multiplier obtained by the actor by colliding with other actors.

Definition at line 336 of file d_actor.hpp.

◆ m_13

u8 dActor_c::m_13

Definition at line 337 of file d_actor.hpp.

◆ m_17

u32 dActor_c::m_17

Definition at line 338 of file d_actor.hpp.

◆ m_1b

float dActor_c::m_1b

Definition at line 339 of file d_actor.hpp.

◆ m_1f

u32 dActor_c::m_1f

Definition at line 340 of file d_actor.hpp.

◆ mCc

dCc_c dActor_c::mCc

The actor-to-actor collision sensor.

Definition at line 342 of file d_actor.hpp.

◆ mBc

dBc_c dActor_c::mBc

The actor-to-tile collision sensor.

Definition at line 343 of file d_actor.hpp.

◆ mRc

dRc_c dActor_c::mRc

The actor's ride surface manager.

Definition at line 344 of file d_actor.hpp.

◆ m_1eb

mVec2_c dActor_c::m_1eb
Todo
Figure out the purpose of this field.

Definition at line 346 of file d_actor.hpp.

◆ mVisibleAreaSize

mVec2_c dActor_c::mVisibleAreaSize

The size of the area inside which the actor is visible.

Definition at line 348 of file d_actor.hpp.

◆ mVisibleAreaOffset

mVec2_c dActor_c::mVisibleAreaOffset

The offset applied to the area size.

Definition at line 349 of file d_actor.hpp.

◆ mMaxBound

mBoundBox dActor_c::mMaxBound
Todo
Figure out the exact purpose of this field.

Definition at line 350 of file d_actor.hpp.

◆ mDestroyBound

mBoundBox dActor_c::mDestroyBound
Todo
Figure out the exact purpose of this field.

Definition at line 351 of file d_actor.hpp.

◆ mDirection

u8 dActor_c::mDirection

The actor's facing direction.

Definition at line 352 of file d_actor.hpp.

◆ mAreaNo

u8 dActor_c::mAreaNo

The actor's zone ID.

Definition at line 353 of file d_actor.hpp.

◆ mBgCollFlags

u8 dActor_c::mBgCollFlags

The collision directions that the actor can respond to.

Definition at line 354 of file d_actor.hpp.

◆ mpSpawnFlags

u8* dActor_c::mpSpawnFlags

The spawn flags for the actor. See ACTOR_SPAWN_FLAG_e.

Definition at line 356 of file d_actor.hpp.

◆ mpDeleteVal

u16* dActor_c::mpDeleteVal

Definition at line 357 of file d_actor.hpp.

◆ mEventNums

u16 dActor_c::mEventNums

The event IDs the actor is tracking.

Definition at line 358 of file d_actor.hpp.

◆ mEventMask

u64 dActor_c::mEventMask

The event mask, generated from mEventNums.

Definition at line 359 of file d_actor.hpp.

◆ m_23b

u32 dActor_c::m_23b
Todo
Figure out the purpose of this field.

Definition at line 361 of file d_actor.hpp.

◆ mSpriteSpawnFlags

u16 dActor_c::mSpriteSpawnFlags

The spawn flags from the sprite data entry.

Definition at line 362 of file d_actor.hpp.

◆ mBlockHit

bool dActor_c::mBlockHit

Whether a block below the actor was hit.

Definition at line 363 of file d_actor.hpp.

◆ mEatenByID

u32 dActor_c::mEatenByID

The unique identifier of the eating actor.

Definition at line 365 of file d_actor.hpp.

◆ mEatState

u8 dActor_c::mEatState

The actor's eat state. Value is a EAT_STATE_e.

Definition at line 366 of file d_actor.hpp.

◆ mEatBehaviour

u8 dActor_c::mEatBehaviour

The actor's eat behaviour. Value is a EAT_BEHAVIOR_e.

Definition at line 367 of file d_actor.hpp.

◆ mPreEatScale

mVec3_c dActor_c::mPreEatScale

The actor's scale before being eaten.

Definition at line 368 of file d_actor.hpp.

◆ mEatPoints

EAT_POINTS_e dActor_c::mEatPoints

The score awarded when the actor is eaten by Yoshi.

Definition at line 370 of file d_actor.hpp.

◆ mAttentionMode

int dActor_c::mAttentionMode
Todo
Document this field and its values.

Definition at line 371 of file d_actor.hpp.

◆ mAttentionFlags

u32 dActor_c::mAttentionFlags
Todo
Document this field and its values.

Definition at line 372 of file d_actor.hpp.

◆ mPropelParts

dPropelParts_c* dActor_c::mPropelParts

The actor's propeller effect manager.

Definition at line 374 of file d_actor.hpp.

◆ mKind

u8 dActor_c::mKind

The actor's kind. Value is a STAGE_ACTOR_KIND_e.

Definition at line 375 of file d_actor.hpp.

◆ mPlayerNo

s8 dActor_c::mPlayerNo

The player associated with the actor, -1 if not associated to any player.

Definition at line 376 of file d_actor.hpp.

◆ mExecStopMask

u8 dActor_c::mExecStopMask

The mask required to disable the execute operation for the actor.

Definition at line 377 of file d_actor.hpp.

◆ mLayer

u8 dActor_c::mLayer

The actor's layer.

Definition at line 378 of file d_actor.hpp.

◆ mNoRespawn

bool dActor_c::mNoRespawn

Whether the actor should not respawn after being deleted.

Definition at line 379 of file d_actor.hpp.

◆ mBackFence

bool dActor_c::mBackFence

Whether the actor is on the back side of chainlink fences.

Definition at line 380 of file d_actor.hpp.

◆ smc_CULL_XLIMIT

const float dActor_c::smc_CULL_XLIMIT = 80.0f
static

The default max bound X offset.

Definition at line 393 of file d_actor.hpp.

◆ smc_CULL_YLIMIT

const float dActor_c::smc_CULL_YLIMIT = 256.0f
static

The default max bound Y offset.

Definition at line 394 of file d_actor.hpp.

◆ smc_CULL_AREA_XLIMIT

const float dActor_c::smc_CULL_AREA_XLIMIT = 128.0f
static

The default max bound X size.

Definition at line 395 of file d_actor.hpp.

◆ smc_CULL_AREA_YLIMIT

const float dActor_c::smc_CULL_AREA_YLIMIT = 128.0f
static

The default max bound Y size.

Definition at line 396 of file d_actor.hpp.

◆ smc_FUKIDASHI_RANGE

const mVec2_c dActor_c::smc_FUKIDASHI_RANGE = mVec2_c(9.0f, 12.0f)
static

The default trigger area size for displaying action prompts.

Definition at line 397 of file d_actor.hpp.

◆ mExecStopReq

u8 dActor_c::mExecStopReq
static

The actors for which the execute operation is requested to be disabled.

Definition at line 399 of file d_actor.hpp.

◆ mDrawStopReq

u8 dActor_c::mDrawStopReq
static

The actor kinds for which the draw operation is requested to be disabled.

Definition at line 400 of file d_actor.hpp.

◆ mExecStop

u8 dActor_c::mExecStop
static

The actors for which the execute operation is currently disabled.

Definition at line 401 of file d_actor.hpp.

◆ mDrawStop

u8 dActor_c::mDrawStop
static

The actor kinds for which the draw operation is currently disabled.

Definition at line 402 of file d_actor.hpp.

◆ mSearchNearPlayerFunc

dActor_c::searchNearPlayerFunc dActor_c::mSearchNearPlayerFunc
static

The player search function.

Definition at line 403 of file d_actor.hpp.

◆ mGetTrgToSrcDirFunc

dActor_c::getTrgToSrcDirFunc dActor_c::mGetTrgToSrcDirFunc
static

The direction detection function.

Definition at line 404 of file d_actor.hpp.

◆ m_tmpCtLayerNo

u8 dActor_c::m_tmpCtLayerNo
static

Temporary storage for the next constructed actor's layer. See mLayer.

Definition at line 405 of file d_actor.hpp.

◆ m_tmpCtSpawnFlags

u8 * dActor_c::m_tmpCtSpawnFlags
static

Temporary storage for the next created sprite actor's spawn flags. See mpSpawnFlags.

Definition at line 408 of file d_actor.hpp.

◆ m_tmpCtEventNums

u16 dActor_c::m_tmpCtEventNums
static

Temporary storage for the next created sprite actor's tracked event IDs. See mEventNums.

Definition at line 411 of file d_actor.hpp.

◆ m_tmpCtEventMask

u64 dActor_c::m_tmpCtEventMask
static

Temporary storage for the next created sprite actor's event mask. See mEventMask.

Definition at line 414 of file d_actor.hpp.

◆ m_tmpCtSpriteLayerNo

u8 dActor_c::m_tmpCtSpriteLayerNo
static

Temporary storage for the next created sprite actor's layer. See mLayer.

Definition at line 417 of file d_actor.hpp.