3#include <actor/Profile.h>
4#include <collision/ActorCollisionDrcTouchCallback.h>
5#include <effect/EffectObj.h>
6#include <enemy/CarryEnemy.h>
7#include <enemy/EnemyBoyoMgr.h>
8#include <enemy/EnemyChibiYoshiEatData.h>
9#include <enemy/EnemyEatData.h>
10#include <graphics/Light.h>
11#include <map_obj/MaskDraw.h>
24 void ccOnTouch(ActorCollisionCheck* cc,
const sead::Vector2f& pos)
override;
38 SEAD_RTTI_OVERRIDE(
Bomhei, CarryEnemy)
46 Bomhei(
const ActorCreateParam& param);
89 bool etcDamageCheck(ActorCollisionCheck* cc_self, ActorCollisionCheck* cc_other)
override;
97 bool hitCallback_Spin(ActorCollisionCheck* cc_self, ActorCollisionCheck* cc_other)
override;
103 bool hitCallback_Fire(ActorCollisionCheck* cc_self, ActorCollisionCheck* cc_other)
override;
105 bool hitCallback_Ice(ActorCollisionCheck* cc_self, ActorCollisionCheck* cc_other)
override;
116 DECLARE_STATE_VIRTUAL_ID_OVERRIDE(
Bomhei, DieFall)
140 DECLARE_STATE_VIRTUAL_ID_OVERRIDE(
Bomhei, Carry)
164 DECLARE_STATE_ID(
Bomhei, Walk)
253static_assert(
sizeof(
Bomhei) == 0x1B80);
bool ccSetTouchNormal(ActorCollisionCheck *cc, const sead::Vector2f &pos) override
void ccOnTouch(ActorCollisionCheck *cc, const sead::Vector2f &pos) override
BomheiDrcTouchCB()
Definition Bomhei.h:16
u32 _4
Definition Bomhei.h:27
bool execute() override
Main execution/logic callback for the actor. Called every frame (the game runs at exactly 60 FPS).
void yoganSplashEffect(const sead::Vector3f &) override
Light mLight
Definition Bomhei.h:241
Result doDelete() override
Main deletion callback for the actor.
bool createIceActor() override
Callback for spawning ice blocks when frozen by an ice flower.
void vsYoshiHitCheck_Normal(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
void reactSpinFumiProc(Actor *) override
bool hitCallback_Ice(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
void setThrowChangeState(Actor *player, bool hard) override
void blockHitInit_() override
void playerHitCheck_Awake(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
s32 mDeleteTimer
Definition Bomhei.h:233
EnemyEatData mEatData
Definition Bomhei.h:226
void allEnemyDeathEffSet() override
ActorCollisionCheck mCollisionCheck2
Definition Bomhei.h:247
void returnState_Ice() override
void poisonSplashEffect(const sead::Vector3f &) override
u32 mKoopaJrBombId
Definition Bomhei.h:250
ModelResource * mModelResource
Definition Bomhei.h:223
bool hitCallback_HipAttk(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
f32 _1a44
Definition Bomhei.h:245
virtual ~Bomhei()
Definition Bomhei.h:47
u32 mBehaviorType
Definition Bomhei.h:228
bool hitCallback_YoshiHipAttk(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
EffectObj mEffect
Definition Bomhei.h:242
void vsEnemyHitCheck_Normal(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
bool smokeDamageEnable_Poison_(f32 surface_pos_y) override
Bomhei(const ActorCreateParam ¶m)
EnemyChibiYoshiEatData mChibiYoshiEatData
Definition Bomhei.h:227
u32 _1b7c[4/sizeof(u32)]
Definition Bomhei.h:251
void playerHitCheck_Sleep_Base(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
s32 mFuseTimer
Definition Bomhei.h:232
bool draw() override
Main rendering callback for the actor. Called every frame (the game runs at exactly 60 FPS).
bool etcDamageCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
s32 mCurrentSklAnimIndex
Definition Bomhei.h:224
u8 _192d
Definition Bomhei.h:236
sead::BitFlag16 mBomHeiFlag
Definition Bomhei.h:225
Result create() override
Main initialization/setup callback for the actor.
u8 _1b74
Definition Bomhei.h:248
EnemyBoyoMgr mBoyoMgr
Definition Bomhei.h:243
u8 _1b75
Definition Bomhei.h:249
u32 mCoinsLeftToSpawn
Definition Bomhei.h:238
sead::Vector3f _1930
Definition Bomhei.h:237
s32 mSpawnTimer
Definition Bomhei.h:231
bool hitCallback_Spin(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
f32 mLightAttenuation
Definition Bomhei.h:239
CircleLightMask mLightMask
Definition Bomhei.h:240
void calcMdl_Base() override
Definition Bomhei.h:83
bool hitCallback_YoshiFire(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
u32 _1918
Definition Bomhei.h:230
void setPutOnChangeState(Actor *player) override
BomheiDrcTouchCB mDrcTouchCallback
Definition Bomhei.h:244
bool mIsEffectCreated
Definition Bomhei.h:235
u32 _1928
Definition Bomhei.h:234
void waterSplashEffect(const sead::Vector3f &) override
JointBlendModel * mBlendModel
Definition Bomhei.h:222
ActorState * mKoopaJr
Definition Bomhei.h:246
bool hitCallback_Fire(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
u32 mCannonDirection
Definition Bomhei.h:229
void fumiScoreSet(Actor *) override
Definition JointBlendModel.h:7
Definition ModelResource.h:13