NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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d_md_actor.cpp
1#include <game/bases/d_md_actor.hpp>
2#include <game/bases/d_game_com.hpp>
3#include <game/bases/d_w_camera.hpp>
4#include <game/bases/d_info.hpp>
5
7
9
13
17
20 return NOT_READY;
21 }
22 return SUCCEEDED;
23}
24
28
31 return NOT_READY;
32 }
33
35 return NOT_READY;
36 }
37
38 if (dInfo_c::m_instance->mIsWorldSelect) {
39 return NOT_READY;
40 }
41
43
44 return SUCCEEDED;
45}
46
50
53 return NOT_READY;
54 }
55
57
59 return NOT_READY;
60 }
61
62 if (dInfo_c::m_instance->mIsWorldSelect) {
63 return NOT_READY;
64 }
65
66 return SUCCEEDED;
67}
68
72
73dMdActor_c *dMdActor_c::construct(ProfileName profName, dBase_c *base, unsigned long param, const mVec3_c *position, const mAng3_c *rotation) {
74 return (dMdActor_c *) dBaseActor_c::construct(profName, base, param, position, rotation);
75}
76
virtual int preDraw()
pre method for the draw operation.
mVec3_c mPos
The actor's position.
virtual void postExecute(fBase_c::MAIN_STATE_e status)
post method for the execute operation.
virtual void postDraw(fBase_c::MAIN_STATE_e status)
post method for the draw operation.
static dBaseActor_c * construct(ProfileName profName, unsigned long param, const mVec3_c *position, const mAng3_c *rotation)
Creates an actor without a parent.
virtual int preDelete()
pre method for the delete operation.
virtual void postDelete(fBase_c::MAIN_STATE_e status)
post method for the delete operation.
virtual void postCreate(fBase_c::MAIN_STATE_e status)
post method for the create operation.
virtual int preExecute()
pre method for the execute operation.
virtual int preCreate()
pre method for the create operation.
@ ACTOR_MAP_GENERIC
A generic map actor (dWmActor_c).
The minimum required implementation for a base.
Definition d_base.hpp:41
The minimum required implementation for a cutscene actor.
dMdActor_c()
Constructs a new actor.
Definition d_md_actor.cpp:6
virtual void postDraw(fBase_c::MAIN_STATE_e status)
post method for the draw operation.
virtual void postDelete(fBase_c::MAIN_STATE_e status)
post method for the delete operation.
virtual void postExecute(fBase_c::MAIN_STATE_e status)
post method for the execute operation.
virtual int preDraw()
pre method for the draw operation.
mSphere_c mCullSphere
[Unused]. A sphere representing the actor's visible area.
virtual void postCreate(fBase_c::MAIN_STATE_e status)
post method for the create operation.
virtual int preCreate()
pre method for the create operation.
virtual int preDelete()
pre method for the delete operation.
static dMdActor_c * construct(ProfileName profName, dBase_c *base, unsigned long param, const mVec3_c *position, const mAng3_c *rotation)
Creates a child cutscene actor with the given parent. See dBaseActor_c::construct.
virtual int GetActorType()
Gets the actor kind. See ACTOR_KIND_e.
virtual int preExecute()
pre method for the execute operation.
virtual ~dMdActor_c()
Destroys the actor.
Definition d_md_actor.cpp:8
static dWCamera_c * m_instance
The instance of the camera.
dWmViewClip_c mViewClip
The camera's view clip.
bool intersectSphere(const mSphere_c *)
MAIN_STATE_e
The possible operation results.
Definition f_base.hpp:137
@ NOT_READY
The step could not completed at this time.
Definition f_base.hpp:146
@ SUCCEEDED
The step was completed successfully.
Definition f_base.hpp:147
A three-dimensional short angle vector.
Definition m_angle.hpp:60
mVec3_c mPos
The sphere position.
Definition m_sphere.hpp:13
A three-dimensional floating point vector.
Definition m_vec.hpp:100
u16 ProfileName
The name of a profile. Value is a fProfile::PROFILE_NAME_e.
Definition f_profile.hpp:32
bool isGameStop(ulong flag)
Determines if gameplay is currently stopped for the specified reason(s).
@ GAME_STOP_ANY
The game is stopped for any unspecified reason.