3#include <actor/ActorState.h>
4#include <sound/SndSceneMgr.h>
5#include <state/FStateVirtualID.h>
11 SEAD_RTTI_OVERRIDE(
BossDemo, ActorState)
31 DECLARE_STATE_VIRTUAL_ID_BASE(
BossDemo, Ready)
79 SndSceneMgr::instance()->startBossClearFanfare(SndSceneMgr::cBossClear_Toride);
108static_assert(
sizeof(
BossDemo) == 0x17E0);
u8 _17c8
Definition BossDemo.h:97
u8 mIsClear
Definition BossDemo.h:100
u8 _17c9
Definition BossDemo.h:98
Result doDelete() override
Main deletion callback for the actor.
virtual Actor * bossSearch()
Definition BossDemo.h:68
bool mIsBattleEdDemo
Definition BossDemo.h:99
u32 mBattleEdDemoState
Definition BossDemo.h:102
s32 mIdleTimer
Definition BossDemo.h:104
virtual void startClearFanfare() const
Definition BossDemo.h:77
virtual void initialize()
Definition BossDemo.h:73
virtual bool demoScroll()
Definition BossDemo.h:63
~BossDemo() override
Definition BossDemo.h:16
bool _17dc
Definition BossDemo.h:105
virtual bool checkBattleStDemo()
Definition BossDemo.h:53
void setBattleEdDemo()
Definition BossDemo.h:82
virtual bool checkBattleEdDemo()
Definition BossDemo.h:58
void setClear()
Definition BossDemo.h:87
Result create() override
Main initialization/setup callback for the actor.
bool execute() override
Main execution/logic callback for the actor. Called every frame (the game runs at exactly 60 FPS).
bool mSkipKameckAtSt
Definition BossDemo.h:106
void setCourseOutFaderPos_() const
u32 _17cc
Definition BossDemo.h:101
ActorUniqueID mBossID
Definition BossDemo.h:103