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
15/// @unofficial
16class FumiCheckBase_c {
17public:
18 FumiCheckBase_c() {}
19 virtual ~FumiCheckBase_c() {}
20 virtual void operate(int &, dEn_c *, FumiCcInfo_c &);
21};
22
23class NonUniqueFumiCheck_c : public FumiCheckBase_c {
24public:
25 NonUniqueFumiCheck_c() {}
26 virtual ~NonUniqueFumiCheck_c() {}
27 virtual void operate(int &, dEn_c *, FumiCcInfo_c &);
28};
29
30class dEnFumiCheck_c {
31public:
32 dEnFumiCheck_c(dEn_c *owner) : mUnused(0), mpFumiCheck(nullptr), mpOwner(owner) {}
33
34 virtual ~dEnFumiCheck_c() {
35 delete mpFumiCheck;
36 }
37
38 /// @unofficial
39 void refresh(FumiCheckBase_c *newPtr) {
40 delete mpFumiCheck;
41 mpFumiCheck = newPtr;
42 }
43
44 int mUnused;
45 FumiCheckBase_c *mpFumiCheck;
46 dEn_c *mpOwner;
47};
48
49class dEnFumiProc_c {
50public:
51 dEnFumiProc_c(dEn_c *owner) : mFumiCheck(owner) {}
52
53 /// @unofficial
54 void refresh(FumiCheckBase_c *newPtr) {
55 mFumiCheck.refresh(newPtr);
56 }
57
58 int operate(FumiCcInfo_c &, int);
59
60 dEnFumiCheck_c mFumiCheck;
61};
Collider ("Collision Check") class - handles collisions between actors.
Definition d_cc.hpp:12
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:87