SuperMarioOdysseyOnline/include/al/actor/ActorActionKeeper.h

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#pragma once
#include "al/action/ActionEffectCtrl.h"
#include "al/resource/ActorResource.h"
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#include "sead/math/seadVector.h"
namespace al
{
class LiveActor;
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class ActionAnimCtrl;
class NerveActionCtrl;
class ActionFlagCtrl;
class ActionSeCtrl;
class ActionBgmCtrl;
class ActionPadAndCameraCtrl {
public:
ActionPadAndCameraCtrl(LiveActor const *, al::ActorResource const *, sead::Vector3f const *, char const *);
unsigned char padding[0x18];
int mRumbleCount; // 0x18
};
class ActionScreenEffectCtrl;
class ActorActionKeeper
{
public:
inline ActorActionKeeper(LiveActor *, char const*, ActionAnimCtrl *, NerveActionCtrl *, ActionFlagCtrl *, ActionEffectCtrl *, ActionSeCtrl *, ActionBgmCtrl *, ActionPadAndCameraCtrl *, ActionScreenEffectCtrl *);
void tryCreate(al::LiveActor *,al::ActorResource const*,char const*,char const*);
void startAction(char const*);
void tryStartActionNoAnim(char const*);
void updatePrev(void);
void updatePost(void);
void init(void);
LiveActor *mParentActor; // 0x0
const char *mActorName; // 0x8
bool unkBool; // 0x10
ActionAnimCtrl *mAnimCtrl; // 0x18
NerveActionCtrl *mNrvActionCtrl; // 0x20
ActionFlagCtrl *mFlagCtrl; // 0x28
ActionEffectCtrl *mEffectCtrl; // 0x30
ActionSeCtrl *mSeCtrl; // 0x38
ActionScreenEffectCtrl *mScreenEffectCtrl; // 0x40
ActionPadAndCameraCtrl *mPadAndCamCtrl; // 0x48
ActionBgmCtrl *mBgmCtrl; // 0x50
};
} // namespace al