1#include <game/bases/d_a_wm_peach.hpp>
3#include <game/bases/d_cs_seq_manager.hpp>
4#include <game/bases/d_wm_lib.hpp>
22 mScale.set(1.89f, 1.89f, 1.89f);
28 static const ProcFunc Proc_tbl[PROC_COUNT] = {
57 nw4r::g3d::ResMdl resMdl =
mResFile.GetResMdl(
"peach");
65 for (
int i = 0; i < ANIM_COUNT; i++) {
68 mChrAnim[i].mPlayMode = playModes[i];
101 if (cutsceneCommandId != dCsSeqMng_c::CUTSCENE_CMD_NONE && !isStaff()) {
110 mModel.removeAnm(nw4r::g3d::ScnMdlSimple::ANMOBJTYPE_CHR);
111 mModel.setAnm(anim, blendFrame);
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.
static void setSoftLight_Enemy(m3d::bmdl_c &mdl)
Sets the soft light effect for enemies.
mSphere_c mClipSphere
A sphere representing the actor's visible area.
The worldmap Peach actor, used during the World 8-Castle unlock cutscene.
virtual int execute()
do method for the execute operation.
void mode_exec()
Process function for the exec process type.
m3d::mdl_c mModel
The model.
nw4r::g3d::ResFile mResFile
The resource file.
void createModel()
Initializes the resources for the actor.
virtual int doDelete()
do method for the delete operation.
daWmPeach_c()
Constructs a new actor.
~daWmPeach_c()
Destroys the actor.
void calcModel()
Updates the model's transformation matrix.
dHeapAllocator_c mAllocator
The allocator.
static const char * smc_resAnmNames[ANIM_COUNT]
The animation names.
void setAnim(int animIdx, float blendFrame, float rate, float frame)
Sets an animation on the actor.
void init_exec()
Process initialization function for the exec process type.
virtual void processCutsceneCommand(int cutsceneCommandId, bool isFirstFrame)
Contains the actor-specific logic for processing the current world map cutscene.
m3d::anmChr_c mChrAnim[ANIM_COUNT]
The model animations.
PROC_TYPE_e mCurrProc
The current process type. See PROC_TYPE_e.
virtual int create()
do method for the create operation.
void initState()
Sets up the actor's initial state.
virtual int draw()
do method for the draw operation.
@ SUCCEEDED
The step was completed successfully.
void setFrame(float frame)
Jumps to the specified frame in the animation.
A three-dimensional short angle vector.
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_ONCE
Play the animation forward once.
@ GAME_HEAP_DEFAULT
The default game heap (alias of MEM1 or MEM2).
EGG::ExpHeap * g_gameHeaps[GAME_HEAP_COUNT]
The game heaps.