NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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d_player_model_base.hpp
1#pragma once
2
3#include <game/mLib/m_3d.hpp>
4#include <game/mLib/m_vec.hpp>
5#include <game/mLib/m_mtx.hpp>
6
7class dAcPy_c;
8
10public:
11 virtual ~dPyMdlBase_c();
12 virtual int getFaceJointIdx();
13 virtual void createModel();
14 virtual void initialize();
15 virtual void play();
16 virtual void _calc();
17 virtual void calc2();
18 virtual void draw();
19 virtual void getBodyMdl();
20 virtual void getAnmResFile();
21 virtual void setPlayerMode(int);
22 virtual void setColorType(u8);
23 virtual void setDark(int);
24 virtual void setFunbariRate(float);
25 virtual void onStarAnm();
26 virtual void offStarAnm();
27 virtual void onStarEffect();
28 virtual void offStarEffect();
29 virtual void getJointMtx(mMtx_c *, int);
30 virtual void getHeadPropelJointMtx(mMtx_c *);
31 virtual void vf58(); ///< @unofficial
32 virtual void setAnm(int, float, float, float);
33 virtual void setPersonalAnm(int, nw4r::g3d::ResAnmChr *, int);
34 virtual void setBodyAnm(int, float, float, float);
35 virtual void releaseBodyAnm(float);
36 virtual void copyAnm();
37 virtual void _setFootAnm(nw4r::g3d::ResAnmChr &, m3d::playMode_e, float, float, float);
38 virtual void _setBodyAnm(nw4r::g3d::ResAnmChr &, m3d::playMode_e, float, float, float);
39 virtual void setAnmBind();
40 virtual void setPersonalRideAnm(int, nw4r::g3d::ResAnmChr *);
41 virtual void setTexAnmType();
42 virtual void setFrame(float);
43 virtual void setBodyFrame();
44 virtual void setRate(float);
45 virtual void setBodyRate();
46 virtual void setPropelRollSpeed(s16) const;
47 virtual s16 getPropelRollSpeed();
48 virtual void setPropelRollAngle(s16);
49 virtual s16 getPropelRollAngle() const;
50 virtual void setPropelScale(float);
51 virtual float *getLegLengthP(u8);
52 virtual void updateBonusCap();
53
54 bool isFootStepTiming();
55 void getJointPos(mVec3_c *, int);
56 void fn_800d5e00(int);
57 void copyLinkAnm(float f);
58
59 float getFrameMax() { return mAnm.mFrameMax; }
60 mMtx_c &getMtx() { return mMtx; }
61
62 void setAng(mAng3_c ang) {
63 m_1fc = ang.x;
64 m_1fe = ang.y;
65 m_200 = ang.z;
66 }
67
68 u32 get151CheckVal() { return 2; }
69
70 u8 mPad1[0x1c];
71 dAcPy_c *mpOwner;
72 dPyMdlBase_c *mpSpinLiftParentMdl;
73 m3d::anmChr_c mAnm;
74 u8 mPad3[0x6c];
75 mVec3_c mHatPosMaybe;
76 u8 mPad4[0x30];
77 mMtx_c mMtx;
78 u8 mPad5[0xc];
79 mVec3_c mScale;
80 u8 mPad6[0x1];
81 u8 m_151;
82 u8 m_152;
83 int mCurrAnmID;
84 u8 mPad7[8];
85 u32 mFlags;
86 u8 mPad8[0x18];
87 u32 m_17c;
88 u8 mPad9[0x7c];
89 s16 m_1fc;
90 s16 m_1fe;
91 s16 m_200;
92 u32 m_204;
93 u32 m_208;
94
95 static const float scWaterCrouchAnmSpeed;
96 static const float scFireShootFrame;
97};
The player class for Mario, Luigi and the Toads.
virtual void vf58()
mAng y
The rotation on the Y axis.
Definition m_angle.hpp:126
mAng z
The rotation on the Z axis.
Definition m_angle.hpp:127
mAng x
The rotation on the X axis.
Definition m_angle.hpp:125
A 3x4 matrix.
Definition m_mtx.hpp:9
A three-dimensional floating point vector.
Definition m_vec.hpp:122
playMode_e
Definition banm.hpp:7