2#include <game/bases/d_heap_allocator.hpp>
3#include <game/mLib/m_3d/anm_chr.hpp>
4#include <game/mLib/m_3d/anm_chr_blend.hpp>
5#include <game/mLib/m_3d/mdl.hpp>
6#include <game/bases/d_wm_obj_actor.hpp>
dWmObjActor_c()
Constructs a new object.
dHeapAllocator_c mAllocator
The allocator.
ANIM_e
The available animations for this actor.
@ cobPeachCastleOpen
The door open animation.
@ cobPeachCastleFlag
The flag animation.
@ cobPeachCastleClose
The door close animation.
void ensureCourseClear()
Ensures the course associated to the actor is cleared.
daWmPeachCastle_c()
Constructs a new object.
virtual int execute()
do method for the execute operation.
nw4r::g3d::ResFile mResFile
The resource file.
void initState()
Sets up the actor's initial state.
void calcModel()
Updates the model's transformation matrix.
virtual void processCutsceneCommand(int cutsceneCommandId, bool isFirstFrame)
Contains the actor-specific logic for processing the current world map cutscene.
~daWmPeachCastle_c()
Destroys the object.
void initDoorCloseAnim()
Initializes the door close animation.
static const char * smc_doorNodeNames[]
The node names for the door open/close animations.
m3d::anmChrBlend_c mChrBlendAnim
The blended animation.
void initDoorOpenAnim()
Initializes the door open animation.
virtual int doDelete()
do method for the delete operation.
void initUnk()
Initializes mUnk2B8.
virtual int create()
do method for the create operation.
virtual int draw()
do method for the draw operation.
void initFlagAnim()
Initializes the flag animation.
m3d::anmChr_c mChrAnim[ANIM_COUNT]
The model animations.
m3d::mdl_c mModel
The model.
void createModel()
Initializes the resources for the actor.