NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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d_en_fumi_check.hpp
1#pragma once
2#include <game/bases/d_cc.hpp>
3
4class dEn_c;
5
6class FumiCcInfo_c {
7public:
8 FumiCcInfo_c(dCc_c *cc1, dCc_c *cc2) : mCc1(cc1), mCc2(cc2) {}
9 virtual ~FumiCcInfo_c() {}
10
11 dCc_c *mCc1;
12 dCc_c *mCc2;
13};
14
15class UniqueFumiCheckInf_c {
16public:
17 UniqueFumiCheckInf_c() {}
18 virtual ~UniqueFumiCheckInf_c() {}
19};
20
21/// @unofficial
22class FumiCheckBase_c {
23public:
24 FumiCheckBase_c() {}
25 virtual ~FumiCheckBase_c() {}
26 virtual bool operate(int &, dEn_c *, FumiCcInfo_c &);
27};
28
29class NonUniqueFumiCheck_c : public FumiCheckBase_c {
30public:
31 NonUniqueFumiCheck_c() {}
32 virtual ~NonUniqueFumiCheck_c() {}
33 virtual bool operate(int &i, dEn_c *, FumiCcInfo_c &) { i = 0; return false; }
34};
35
36class MugenComboFumiCheck_c : public FumiCheckBase_c {
37public:
38 MugenComboFumiCheck_c() {}
39 virtual ~MugenComboFumiCheck_c() {}
40 virtual bool operate(int &, dEn_c *, FumiCcInfo_c &);
41};
42
43class dEnFumiCheck_c {
44public:
45 dEnFumiCheck_c(dEn_c *owner) : m_00(0), mpFumiCheck(nullptr), mpOwner(owner) {}
46
47 virtual ~dEnFumiCheck_c() {
48 delete mpFumiCheck;
49 }
50
51 /// @unofficial
52 void refresh(FumiCheckBase_c *newPtr) {
53 delete mpFumiCheck;
54 mpFumiCheck = newPtr;
55 }
56
57 int m_00;
58 FumiCheckBase_c *mpFumiCheck;
59 dEn_c *mpOwner;
60};
61
62class dEnFumiProc_c {
63public:
64 dEnFumiProc_c(dEn_c *owner) : mFumiCheck(owner) {}
65
66 /// @unofficial
67 void refresh(FumiCheckBase_c *newPtr) {
68 mFumiCheck.refresh(newPtr);
69 }
70
71 int operate(FumiCcInfo_c &, int);
72
73 dEnFumiCheck_c mFumiCheck;
74};
Collider ("Collision Check") class - handles collisions between actors.
Definition d_cc.hpp:133
void refresh(FumiCheckBase_c *newPtr)
void refresh(FumiCheckBase_c *newPtr)
An enemy actor. Note that the definition of "enemy" in this context is actually any interactible stag...
Definition d_enemy.hpp:88