2#include <game/bases/d_cc.hpp>
8 FumiCcInfo_c(
dCc_c *cc1,
dCc_c *cc2) : mCc1(cc1), mCc2(cc2) {}
9 virtual ~FumiCcInfo_c() {}
15class UniqueFumiCheckInf_c {
17 UniqueFumiCheckInf_c() {}
18 virtual ~UniqueFumiCheckInf_c() {}
22class FumiCheckBase_c {
25 virtual ~FumiCheckBase_c() {}
29class NonUniqueFumiCheck_c :
public FumiCheckBase_c {
31 NonUniqueFumiCheck_c() {}
32 virtual ~NonUniqueFumiCheck_c() {}
36class MugenComboFumiCheck_c :
public FumiCheckBase_c {
38 MugenComboFumiCheck_c() {}
39 virtual ~MugenComboFumiCheck_c() {}
45 dEnFumiCheck_c(
dEn_c *owner) : m_00(0), mpFumiCheck(
nullptr), mpOwner(owner) {}
47 virtual ~dEnFumiCheck_c() {
64 dEnFumiProc_c(
dEn_c *owner) : mFumiCheck(owner) {}
68 mFumiCheck.refresh(newPtr);
Collider ("Collision Check") class - handles collisions between actors.
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...