2#include <game/bases/d_cc.hpp>
8 FumiCcInfo_c(
dCc_c *cc1,
dCc_c *cc2) : mCc1(cc1), mCc2(cc2) {}
9 virtual ~FumiCcInfo_c() {}
16class FumiCheckBase_c {
19 virtual ~FumiCheckBase_c() {}
23class NonUniqueFumiCheck_c :
public FumiCheckBase_c {
25 NonUniqueFumiCheck_c() {}
26 virtual ~NonUniqueFumiCheck_c() {}
32 dEnFumiCheck_c(
dEn_c *owner) : mUnused(0), mpFumiCheck(
nullptr), mpOwner(owner) {}
34 virtual ~dEnFumiCheck_c() {
51 dEnFumiProc_c(
dEn_c *owner) : mFumiCheck(owner) {}
55 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...