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.
virtual void setCutEndSpecific(int cutsceneId, bool param2)
virtual int execute()=0
do method for the execute operation.
bool isCutscenePlaying(int *csList, int csCount)
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.