3#include <actor/ChibiYoshiEatData.h>
4#include <actor/EatData.h>
5#include <actor/Profile.h>
6#include <collision/ActorCollisionDrcTouchCallback.h>
7#include <effect/EffectObj.h>
8#include <enemy/Enemy.h>
9#include <enemy/EnemyBoyoMgr.h>
10#include <graphics/Light.h>
18 void ccOnTouch(ActorCollisionCheck* cc,
const sead::Vector2f& pos)
override;
20static_assert(
sizeof(BirikyuDrcTouchCB) ==
sizeof(ActorCollisionDrcTouchCallback));
75 bool hitCallback_Fire(ActorCollisionCheck* cc_self, ActorCollisionCheck* cc_other)
override;
81 DECLARE_STATE_VIRTUAL_ID_OVERRIDE(
Birikyu, DieFall)
127static_assert(
sizeof(
Birikyu) == 0x1AF0);
Definition AnimModel.h:19
void ccOnTouch(ActorCollisionCheck *cc, const sead::Vector2f &pos) override
bool ccSetTouchNormal(ActorCollisionCheck *cc, const sead::Vector2f &pos) override
void vsYoshiHitCheck_Normal(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
s32 mAttackTimer
Definition Birikyu.h:113
bool hitCallback_HipAttk(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
virtual void initializeCc_()
EnemyBoyoMgr mBoyoMgr
Definition Birikyu.h:122
ChibiYoshiEatData mChibiYoshiEatData
Definition Birikyu.h:117
bool hitCallback_WireNet(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
Birikyu(const ActorCreateParam ¶m)
Definition Birikyu.h:31
virtual ~Birikyu()
Definition Birikyu.h:43
bool execute() override
Main execution/logic callback for the actor. Called every frame (the game runs at exactly 60 FPS).
Result doDelete() override
Main deletion callback for the actor.
BirikyuDrcTouchCB mDrcTouchCallback
Definition Birikyu.h:121
void vsPlayerHitCheck_Normal(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
bool mIsTouchDone
Definition Birikyu.h:124
ActorCollisionCheck mCollisionCheck2
Definition Birikyu.h:120
u32 _18fc
Definition Birikyu.h:114
static const ActorCreateInfo cActorCreateInfo
Definition Birikyu.h:28
bool hitCallback_Cannon(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
bool hitCallback_Fire(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
bool createIceActor() override
Callback for spawning ice blocks when frozen by an ice flower.
u8 _1ae9[0x1AF0 - 0x1AE9]
Definition Birikyu.h:125
EatData mEatData
Definition Birikyu.h:116
bool hitCallback_PenguinSlide(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
bool draw() override
Main rendering callback for the actor. Called every frame (the game runs at exactly 60 FPS).
sead::Vector3f mEffectPos
Definition Birikyu.h:111
s32 mTouchTimer
Definition Birikyu.h:123
Result create() override
Main initialization/setup callback for the actor.
u8 _1994
Definition Birikyu.h:119
Light mLight
Definition Birikyu.h:118
EffectObj mEffect
Definition Birikyu.h:112
f32 _1900
Definition Birikyu.h:115