NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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d_bg.hpp
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#pragma once
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#include <game/mLib/m_vec.hpp>
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class
dBg_c
{
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class
dBg_autoScroll_c {
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public
:
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dBg_autoScroll_c() {}
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~dBg_autoScroll_c() {}
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mVec3_c
mPos;
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float
m_0c;
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float
m_10;
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u8 m_14, m_15, m_16, m_17;
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u8 m_18;
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bool
m_19;
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bool
mActive;
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};
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public
:
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u8 mPad1[0x8fe70];
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float
m_8fe00;
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u8 mPad2[0x2c];
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float
mLoopOffset;
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u8 mPad3[0x20];
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float
mLiquidHeight;
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u8 mPad4[0x144];
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float
mDispScale;
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float
m_8ffa8;
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float
mPrevDispScale;
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u8 mPad5[0x61];
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u8 m_90009;
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u8 mPad6[0x30];
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dBg_autoScroll_c
mAutoscrolls[2];
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u8 mPad7[0x1a];
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u8 m_9008e;
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u8 mPad8[0x4];
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mVec3_c
mZoomPos;
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float
mZoomWeight;
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u8 mZoomRelated;
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u8 m_900a5;
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void
setZoomPos(
mVec3_c
pos) { mZoomPos = pos; }
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float
getLiquidHeight()
const
{
return
mLiquidHeight; }
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void
setWaterInWave(
float
x,
float
y, u8 type);
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float
getLeftLimit();
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float
getRightLimit();
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bool
CoinGetBitCheck(u16 x, u16 y,
int
layer);
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void
CoinGetBitSet(u16 x, u16 y,
int
layer);
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float
getDispScale() {
return
mDispScale; }
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float
getPrevDispScale() {
return
mPrevDispScale; }
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static
dBg_c *m_bg_p;
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};
dBg_c::dBg_autoScroll_c
Definition
d_bg.hpp:5
dBg_c
Definition
d_bg.hpp:4
mVec3_c
A three-dimensional floating point vector.
Definition
m_vec.hpp:122
include
game
bases
d_bg.hpp
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