SuperMarioOdysseyOnline/include/al/actor/DemoActor.h

44 lines
1.7 KiB
C++

#pragma once
#include "al/LiveActor/LiveActor.h"
namespace al
{
class DemoActor : public LiveActor {
public:
DemoActor(const char* name);
virtual void paddingFunc();
virtual void init(ActorInitInfo const &);
virtual void control(void);
virtual void initDemoActor(al::ActorInitInfo const&, al::ActorInitInfo const&,
sead::Matrix34f const*, bool);
virtual void initDemoActorSerial(al::ActorInitInfo const&, al::ActorInitInfo const&,
sead::Matrix34f const*);
virtual void initAfterCreateFromFactory(al::ActorInitInfo const&, al::ActorInitInfo const&,
sead::Matrix34f const*, bool);
virtual void startAction(int);
virtual void resetDynamics(void);
bool isExistAction(int) const;
const char* getDemoActionName(int) const;
void startActionByName(const char*);
void hideModelBySwitch(void);
void showModelBySwitch(void);
void endDemo(void);
void exeDelay(void);
void exeAction(void);
struct DemoActionList *mActList = nullptr; // 0x108
sead::Matrix34f mPoseMtx = sead::Matrix34f::ident; // 0x110 (size 0x30)
int mActDelay = 0; // 0x140
int mActionIndex = 0; // 0x144
int mSubActorNum = 0xFFFFFFFF; // 0x148
int mShowModelStartFrame = 0xFFFFFFFF; // 0x14C
int mShowModelEndFrame = 0; // 0x150
bool unkBool1 = false;
bool unkBool2 = false;
struct JointSpringControllerHolder *mJointControllerHolder = nullptr; // 0x158
};
} // namespace al