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AttentionMgr.h
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1#pragma once
2
3#include <actor/AttentionLookat.h>
4
5#include <container/seadOffsetList.h>
6
7class ActorBase;
8
9class AttentionMgr // vtbl Address: 0x10001364
10{
11 // createInstance() Address: 0x0200CC0C
12 // deleteInstance() Address: Deleted
13 // sInstance Address: 0x101C30E8
14 // SingletonDisposer_::~SingletonDisposer_() Address: 0x0200CE60
15 // SingletonDisposer_::sStaticDisposer Address: 0x101C30EC
16 // SingletonDisposer_::vtbl Address: 0x10001354
18
19public:
20 // Address: 0x0200CB88
22
23 virtual ~AttentionMgr()
24 {
25 }
26
27 // Address: 0x0200CC8C
28 void entry(const AttentionLookat& lookat);
29 // Address: 0x0200CCD0
30 void release(const AttentionLookat& lookat);
31
32 // Address: 0x0200CD2C
33 const AttentionLookat* search(const ActorBase& actor_self, const sead::Vector2f& pos_self);
34
35protected:
37
38 // Address: 0x10001350
39 static const f32 cMaxDistanceSqMax; // Square of maximum possible value of all max-distances (square of 32 blocks = 262144 sq units)
40 // Address: 0x101C30D8
42};
43static_assert(sizeof(AttentionMgr) == 0x24);
Base interface class for all actors in the game. Lifecycle is handled by ActorMgr.
Definition ActorBase.h:18
Definition AttentionMgr.h:10
static f32 sMaxDistanceSq[AttentionLookat::cDistance_Num]
Definition AttentionMgr.h:41
static const f32 cMaxDistanceSqMax
Definition AttentionMgr.h:39
const AttentionLookat * search(const ActorBase &actor_self, const sead::Vector2f &pos_self)
void release(const AttentionLookat &lookat)
void entry(const AttentionLookat &lookat)
virtual ~AttentionMgr()
Definition AttentionMgr.h:23
sead::OffsetList< AttentionLookat > mLookatList
Definition AttentionMgr.h:36