1#include <game/bases/d_wm_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>
38 if (dInfo_c::m_instance->mIsWorldSelect) {
66 if (dInfo_c::m_instance->mIsWorldSelect) {
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.
static dWCamera_c * m_instance
The instance of the camera.
dWmViewClip_c mViewClip
The camera's view clip.
The minimum required implementation for a world map actor.
static void setSoftLight_Boss(m3d::bmdl_c &mdl)
Sets the soft light effect for bosses.
static void setSoftLight_Map(m3d::bmdl_c &mdl)
Sets the soft light effect for map actors.
virtual int preCreate()
pre method for the create operation.
virtual int preExecute()
pre method for the execute operation.
virtual int preDelete()
pre method for the delete operation.
mSphere_c mCullSphere
A sphere representing the actor's visible area.
virtual void postExecute(fBase_c::MAIN_STATE_e status)
post method for the execute operation.
virtual void postCreate(fBase_c::MAIN_STATE_e status)
post method for the create operation.
static void setSoftLight_MapObj(m3d::bmdl_c &mdl)
Sets the soft light effect for map objects.
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.
static void setSoftLight_Enemy(m3d::bmdl_c &mdl)
Sets the soft light effect for enemies.
virtual ~dWmActor_c()
Destroys the actor.
virtual int preDraw()
pre method for the draw operation.
static dWmActor_c * construct(ProfileName profName, unsigned long param, const mVec3_c *position, const mAng3_c *rotation)
Creates a world map actor without a parent. See dBaseActor_c::construct.
dWmActor_c()
Constructs a new actor.
virtual int GetActorType()
Gets the actor kind. See ACTOR_KIND_e.
bool intersectSphere(const mSphere_c *)
MAIN_STATE_e
The possible operation results.
ProfileName mProfName
The base's profile name.
@ NOT_READY
The step could not completed at this time.
@ SUCCEEDED
The step was completed successfully.
A three-dimensional short angle vector.
mVec3_c mPos
The sphere position.
A three-dimensional floating point vector.
u16 ProfileName
The name of a profile. Value is a fProfile::PROFILE_NAME_e.
void SetSoftLight_Enemy(m3d::bmdl_c &, int)
Sets the soft light effect for enemies.
void SetSoftLight_MapObj(m3d::bmdl_c &, int)
Sets the soft light effect for map objects.
void SetSoftLight_Map(m3d::bmdl_c &, int)
Sets the soft light effect for map actors.
bool isGameStop(ulong flag)
Determines if gameplay is currently stopped for the specified reason(s).
void SetSoftLight_Boss(m3d::bmdl_c &, int)
Sets the soft light effect for bosses.
@ GAME_STOP_ANY
The game is stopped for any unspecified reason.