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ActorBlockBase.h
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1#pragma once
2
3#include <map_obj/ChangeBlockCoinBase.h>
4
6{
7 SEAD_RTTI_OVERRIDE(ActorBlockBase, ChangeBlockCoinBase)
8
9public:
17
18public:
19 ActorBlockBase(const ActorCreateParam& param);
21
22 bool init(bool register_collider, bool);
23 void initMover();
24
26 {
27 return mType;
28 }
29
30 void forceSpawnItemUp(u8 player_no_2, s32 hit_player_no)
31 {
32 mPlayerNo2 = player_no_2;
33 mHitPlayerNo = hit_player_no;
34 mSpawnDirection = cDirType_Up;
35
38 }
39
40protected:
42 bool draw() override;
43
44public:
50
52
53 virtual bool isBlockActive();
54
55 virtual void vf2DC()
56 {
57 }
58
59 virtual u8 getContentIndex() const
60 {
61 return (mParam1 >> 28 & 1) << 4 | (mParam1 & 0xF);
62 }
63
64 virtual void preSpawnItem();
65
67 {
68 return mPos;
69 }
70
71 virtual void executeBlock();
72 virtual void destroy();
73 virtual void destroy2();
74
75 virtual void vf314()
76 {
77 }
78
79 virtual void vf31C()
80 {
81 }
82
83 virtual void vf324()
84 {
85 }
86
87 virtual u32 vf32C()
88 {
89 return 0;
90 }
91
92 DECLARE_STATE_VIRTUAL_ID_BASE(ActorBlockBase, Wait)
94
95protected:
97
98protected:
110 bool mScreenOutCheckEnable; // Initialized to true
112};
113static_assert(sizeof(ActorBlockBase) == 0x1CD0);
Definition ActorBlockBase.h:6
f32 mItemCreateAddYPosUp1
Definition ActorBlockBase.h:100
bool init(bool register_collider, bool)
virtual void executeBlock()
void onDownMove_DiffEnd() override
u8 _1ccd
Definition ActorBlockBase.h:111
u32 _1cc8
Definition ActorBlockBase.h:109
u8 _1cc4
Definition ActorBlockBase.h:106
virtual void destroy()
f32 mItemCreateZPos
Definition ActorBlockBase.h:99
void onDownMove_DiffStart() override
Type getBlockType() const
Definition ActorBlockBase.h:25
virtual void vf314()
Definition ActorBlockBase.h:75
~ActorBlockBase() override
Definition ActorBlockBase.h:20
virtual bool isBlockActive()
f32 mItemCreateAddYPosUp2
Definition ActorBlockBase.h:102
bool vf2C4() override
virtual sead::Vector3f getItemCreatePos() const
Definition ActorBlockBase.h:66
virtual void preSpawnItem()
void forceSpawnItemUp(u8 player_no_2, s32 hit_player_no)
Definition ActorBlockBase.h:30
void spawnItemUp() override
virtual u8 getContentIndex() const
Definition ActorBlockBase.h:59
u8 _1cc6
Definition ActorBlockBase.h:108
virtual void vf2DC()
Definition ActorBlockBase.h:55
f32 mItemCreateAddYPosDown2
Definition ActorBlockBase.h:103
bool mScreenOutCheckEnable
Definition ActorBlockBase.h:110
virtual void vf324()
Definition ActorBlockBase.h:83
u8 _1cc5
Definition ActorBlockBase.h:107
bool draw() override
Main rendering callback for the actor. Called every frame (the game runs at exactly 60 FPS).
virtual u32 vf32C()
Definition ActorBlockBase.h:87
void spawnItemDown() override
virtual void vf31C()
Definition ActorBlockBase.h:79
f32 mItemCreateAddYPosDown1
Definition ActorBlockBase.h:101
u32 _1cc0
Definition ActorBlockBase.h:105
Type mType
Definition ActorBlockBase.h:104
virtual void destroy2()
void onMove_Diff() override
bool execute() override
Main execution/logic callback for the actor. Called every frame (the game runs at exactly 60 FPS).
ActorBlockBase(const ActorCreateParam &param)