1#include <game/bases/d_a_remo_door.hpp>
2#include <game/bases/d_a_player_manager.hpp>
3#include <game/bases/d_game_key.hpp>
14 mAllocator.createFrmHeap(-1, mHeap::g_gameHeaps[0],
nullptr, 0x20);
15 const char *fileName =
"g3d/obj_door.brres";
50 transposeMtx.trans(-24.0f, 0.0f, 0.0f);
62 if (daPyMng_c::mCtrlPlrNo < 4 && dGameKey_c::m_instance->getAccVerticalAngleX(daPyMng_c::mCtrlPlrNo) >= 0x2000) {
82 if (
mAngle.y == -0x8000 && daPyMng_c::mCtrlPlrNo < 4 &&
83 dGameKey_c::m_instance->getAccVerticalAngleX(daPyMng_c::mCtrlPlrNo) <= 0x1000) {
sFStateMgr_c< dActorState_c, sStateMethodUsr_FI_c > mStateMgr
The state manager.
static void setSoftLight_MapObj(m3d::bmdl_c &mdl)
Sets the soft light effect for map objects.
@ SKIP_NONE
No checks are skipped.
mVec2_c mVisibleAreaSize
The size of the area inside which the actor is visible.
bool ActorScrOutCheck(u16 flags)
Checks if the actor is out of gameplay and optionally deletes it.
mVec2_c mVisibleAreaOffset
The offset applied to the area size.
mMtx_c mMatrix
The actor's partial transformation matrix. See makeMtx for details.
mVec3_c mScale
The actor's scale (defaults to 1).
mVec3_c mPos
The actor's position.
mAng3_c mAngle
The actor's rotation (for 2D actors).
static dResMng_c * m_instance
The instance of this class.
A door that can be opened by tilting the Wii Remote.
static sFStateID_c< daRemoDoor_c > StateID_OpenReady
The state ID for the OpenReady state.
void initializeState_Close()
Initialization function for the Close state.
static const int SOUND_OPEN
The sound effect played when the door is opened.
void finalizeState_Close()
Finalization function for the Close state.
static sFStateID_c< daRemoDoor_c > StateID_Close
The state ID for the Close state.
nw4r::g3d::ResFile mRes
The resource file.
virtual int create()
do method for the create operation.
void executeState_Open()
Execution function for the Open state.
void finalizeState_OpenReady()
Finalization function for the OpenReady state.
void executeState_Close()
Execution function for the Close state.
void initializeState_Open()
Initialization function for the Open state.
void executeState_OpenReady()
Execution function for the OpenReady state.
static sFStateID_c< daRemoDoor_c > StateID_Open
The state ID for the Open state.
virtual int draw()
do method for the draw operation.
virtual int execute()
do method for the execute operation.
dHeapAllocator_c mAllocator
The allocator.
void initializeState_OpenReady()
Initialization function for the OpenReady state.
void finalizeState_Open()
Finalization function for the Open state.
static const int SOUND_CLOSE
The sound effect played when the door is closed.
m3d::mdl_c mDoorModel
The door model.
void init()
Initializes the resources for the actor.
@ SUCCEEDED
The step was completed successfully.
void PSMTXConcat(const Mtx *a, const Mtx *b, Mtx *out)
Concatenates two matrices.
#define ACTOR_PROFILE(profName, className, properties)
Creates an actor profile, using the profile number as the execute and draw order value.
#define STATE_DEFINE(class, name)
Defines a state.
A one-dimensional short angle vector.