3#include <game/bases/d_wm_actor.hpp>
4#include <game/bases/d_wm_sv_mdl.hpp>
22 virtual bool checkCutEnd() {
return mIsCutEnd; }
23 virtual void setCutEnd() { mIsCutEnd =
true; }
24 virtual void clearCutEnd() { mIsCutEnd =
false; }
28 void InitJumpParam(
const mVec3_c &startPos,
const mVec3_c &targetPos,
int numFrames,
float jumpSpeed,
float maxYSpeed);
29 void __initJumpParam1(
const mVec3_c &startPos,
const mVec3_c &targetPos,
int numFrames,
float jumpSpeed,
float maxYSpeed);
30 void __initJumpParam2(
const mVec3_c &startPos,
const mVec3_c &targetPos,
int numFrames,
float jumpSpeed,
float maxYSpeed);
31 void initJumpBase(mVec3_c pos,
int numFrames,
float jumpSpeed);
33 void _initDemoJumpBaseCore(
const mVec3_c &pos,
int delay,
int frames,
float jumpSpeed,
float startScale,
float targetScale,
const short &angY);
34 void _initDemoJumpBase(
const mVec3_c &pos,
int delay,
int frames,
float jumpSpeed,
float startScale,
float targetScale,
const mVec3_c &dir);
35 bool _procDemoJumpBase();
37 void setDirection(
const mVec3_c &dir);
38 void rotDirectionY(
short angle,
bool is3D);
39 void rotDirectionX(
short angle,
bool is3D);
40 bool checkArriveTargetXYZ(
const mVec3_c &startPos,
const mVec3_c &targetPos);
41 bool checkArriveTargetXZ(
const mVec3_c &startPos,
const mVec3_c &targetPos);
43 void CreateShadowModel(
const char *arc,
const char *path,
const char *mdlName,
bool param4);
44 void CalcShadow(
float yOffs,
float scaleX,
float scaleY,
float scaleZ);
45 void CalcShadow(
float yOffs,
float scale);
46 void DrawShadow(
bool param1);
48 float GetBgPosY(
const mVec3_c &startPos,
const mVec3_c &targetPos,
int directionType);
49 void CsSPosSimple(
int directionType,
float yTarget);
51 void adjustHeightBase(
const mVec3_c &startPos,
const mVec3_c &targetPos,
int directionType);
57 mHeapAllocator_c mHeapAllocator;
@ ACTOR_MAP_DEMO
A map actor affected by cutscenes (dWmDemoActor_c).
dBaseActor_c()
Constructs a new actor.
dWmActor_c()
Constructs a new actor.
bool isCutscenePlaying(const int *csList, int csCount)
virtual void setCutEndSpecific(int cutsceneId, bool param2)
virtual int execute()=0
do method for the execute operation.
virtual int draw()
do method for the draw operation.
virtual int doDelete()
do method for the delete operation.
virtual int GetActorType()
Gets the actor kind. See ACTOR_KIND_e.
virtual int create()
do method for the create operation.
static dBaseActor_c * GetChildDemoActor(dBaseActor_c *prev, dWmDemoActor_c *&next)
@ SUCCEEDED
The step was completed successfully.