2#include <game/bases/d_heap_allocator.hpp>
3#include <game/mLib/m_3d/anm_chr.hpp>
4#include <game/mLib/m_3d/mdl.hpp>
5#include <game/bases/d_wm_demo_actor.hpp>
43 void setAnim(
int animIdx,
float blendFrame,
float rate,
float frame);
dWmDemoActor_c()
Constructs a new actor.
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.
ANIM_e
The available animations for this 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.