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 enum RndType_e {
12 RND_TYPE_0,
13 RND_TYPE_1
14 };
15
16 virtual ~dPyMdlBase_c();
17 virtual int getFaceJointIdx();
18 virtual void createModel();
19 virtual void initialize();
20 virtual void play();
21 virtual void _calc();
22 virtual void calc2();
23 virtual void draw();
24 virtual void getBodyMdl();
25 virtual void getAnmResFile();
26 virtual void setPlayerMode(int);
27 virtual void setColorType(u8);
28 virtual void setDark(int);
29 virtual void setFunbariRate(float);
30 virtual void onStarAnm();
31 virtual void offStarAnm();
32 virtual void onStarEffect();
33 virtual void offStarEffect();
34 virtual void getJointMtx(mMtx_c *, int);
35 virtual void getHeadPropelJointMtx(mMtx_c *);
36 virtual void vf58(); ///< @unofficial
37 virtual void setAnm(int, float, float, float);
38 virtual void setPersonalAnm(int, nw4r::g3d::ResAnmChr *, int);
39 virtual void setBodyAnm(int, float, float, float);
40 virtual void releaseBodyAnm(float);
41 virtual void copyAnm();
42 virtual void _setFootAnm(nw4r::g3d::ResAnmChr &, m3d::playMode_e, float, float, float);
43 virtual void _setBodyAnm(nw4r::g3d::ResAnmChr &, m3d::playMode_e, float, float, float);
44 virtual void setAnmBind();
45 virtual void setPersonalRideAnm(int, nw4r::g3d::ResAnmChr *);
46 virtual void setTexAnmType();
47 virtual void setFrame(float);
48 virtual void setBodyFrame();
49 virtual void setRate(float);
50 virtual void setBodyRate();
51 virtual void setPropelRollSpeed(s16) const;
52 virtual s16 getPropelRollSpeed();
53 virtual void setPropelRollAngle(s16);
54 virtual s16 getPropelRollAngle() const;
55 virtual void setPropelScale(float);
56 virtual float *getLegLengthP(u8);
57 virtual void updateBonusCap();
58
59 bool isFootStepTiming();
60 void getJointPos(mVec3_c *, int);
61 void setJumpAnmRand(RndType_e type);
62 void copyLinkAnm(float f);
63
64 float getFrameMax() { return mAnm.mFrameMax; }
65 mMtx_c &getMtx() { return mMtx; }
66
67 void setAng(mAng3_c ang) {
68 m_1fc = ang.x;
69 m_1fe = ang.y;
70 m_200 = ang.z;
71 }
72
73 u32 get151CheckVal() { return 2; }
74
75 u8 mPad1[0x1c];
76 dAcPy_c *mpOwner;
77 dPyMdlBase_c *mpSpinLiftParentMdl;
78 m3d::anmChr_c mAnm;
79 u8 mPad3[0x6c];
80 mVec3_c mHatPosMaybe;
81 u8 mPad4[0x30];
82 mMtx_c mMtx;
83 u8 mPad5[0xc];
84 mVec3_c mScale;
85 u8 mPad6[0x1];
86 u8 m_151;
87 u8 m_152;
88 int mCurrAnmID;
89 u8 mPad7[8];
90 u32 mFlags;
91 u8 mPad8[0x18];
92 u32 m_17c;
93 u8 mPad9[0x7c];
94 s16 m_1fc;
95 s16 m_1fe;
96 s16 m_200;
97 u32 m_204;
98 u32 m_208;
99
100 static const float scWaterCrouchAnmSpeed;
101 static const float scFireShootFrame;
102};
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