1#include <game/bases/d_a_obj_fruit_tree.hpp>
2#include <game/mLib/m_allocator_dummy_heap.hpp>
4#include <game/bases/d_s_stage.hpp>
11 nw4r::g3d::ResMdl model;
12 nw4r::g3d::ResAnmChr anim;
13 nw4r::g3d::ResFile res;
14 mHeapAllocator.createFrmHeap(-1, mHeap::g_gameHeaps[0],
nullptr, 0x20);
16 int style = ACTOR_PARAM_LOCAL(param, Style);
25 switch (ACTOR_PARAM_LOCAL(param, Size)) {
27 model =
mResFile.GetResMdl(
"fruits_kusa_S");
31 model =
mResFile.GetResMdl(
"fruits_kusa_M");
35 model =
mResFile.GetResMdl(
"fruits_kusa_L");
38 case SIZE_EXTRA_LARGE:
39 model =
mResFile.GetResMdl(
"fruits_kusa_LL");
43 switch (ACTOR_PARAM_LOCAL(param, Size)) {
45 model =
mResFile.GetResMdl(
"fruits_kusa_gake_S");
49 model =
mResFile.GetResMdl(
"fruits_kusa_gake_M");
53 model =
mResFile.GetResMdl(
"fruits_kusa_gake_L");
56 case SIZE_EXTRA_LARGE:
57 model =
mResFile.GetResMdl(
"fruits_kusa_gake_LL");
67 switch (ACTOR_PARAM_LOCAL(param, Size)) {
69 anim =
mResFile.GetResAnmChr(
"fruits_kusa_S");
73 anim =
mResFile.GetResAnmChr(
"fruits_kusa_M");
77 anim =
mResFile.GetResAnmChr(
"fruits_kusa_L");
80 case SIZE_EXTRA_LARGE:
81 anim =
mResFile.GetResAnmChr(
"fruits_kusa_LL");
85 switch (ACTOR_PARAM_LOCAL(param, Size)) {
87 anim =
mResFile.GetResAnmChr(
"fruits_kusa_gake_S");
91 anim =
mResFile.GetResAnmChr(
"fruits_kusa_gake_M");
95 anim =
mResFile.GetResAnmChr(
"fruits_kusa_gake_L");
98 case SIZE_EXTRA_LARGE:
99 anim =
mResFile.GetResAnmChr(
"fruits_kusa_gake_LL");
104 createBushAnim(model, anim);
130 mMatrix.trans(pos.x, pos.y, pos.z);
144 if (
mHeapAllocator.mpHeap != mAllocatorDummyHeap_c::getInstance()) {
static void setSoftLight_MapObj(m3d::bmdl_c &mdl)
Sets the soft light effect for map objects.
static void changePosAngle(mVec3_c *pos, mAng3_c *ang, int param3)
Adjusts the actor's position to account for looping stages.
u8 mLayer
The actor's layer.
mMtx_c mMatrix
The actor's partial transformation matrix. See makeMtx() for details.
mVec3_c mScale
The actor's scale (defaults to 1).
mVec3_c mPos
The actor's position.
mAng3_c mAngle
The actor's rotation (for 2D actors).
static dResMng_c * m_instance
The instance of this class.
A decorative leafy bush used for Yoshi fruits.
nw4r::g3d::ResFile mResFile
The resource file.
virtual int create()
do method for the create operation.
m3d::anmChr_c mBushAnim
The bush model animation.
@ STYLE_REGULAR
The regular bush style.
virtual int doDelete()
do method for the delete operation.
virtual int draw()
do method for the draw operation.
m3d::mdl_c mBushModel
The bush model.
dHeapAllocator_c mHeapAllocator
The allocator.
virtual int execute()
do method for the execute operation.
u32 mParam
A bitfield that configures the base's behaviour. Its usage varies from profile to profile.
@ SUCCEEDED
The step was completed successfully.
A three-dimensional short angle vector.
mAng y
The rotation on the Y axis.
mAng z
The rotation on the Z axis.
mAng x
The rotation on the X axis.
A three-dimensional floating point vector.
#define ACTOR_PROFILE(profName, className, properties)
Creates an actor profile, using the profile number as the execute and draw order value.
@ FORWARD_LOOP
Play the animation forward in a loop.