3#include <actor/ActorState.h>
4#include <collision/ActorLineBgCollision.h>
5#include <graphics/AnimModel.h>
6#include <state/FStateVirtualID.h>
9
10
11
12
37 static void stepCallback(BgCollision* collider_self, ActorBgCollisionCheck* cc_other);
56static_assert(
sizeof(
ChikuwaBlockBase) == 0x19C8,
"ChikuwaBlockBase size mismatch");
Base class for Chikuwa (Donut) blocks.
Definition ChikuwaBlockBase.h:14
TexturePatternAnimation * mTexAnim
Definition ChikuwaBlockBase.h:42
f32 mRespawnScale
Definition ChikuwaBlockBase.h:50
ChikuwaBlockBase(const ActorCreateParam ¶m)
bool draw() override
Main rendering callback for the actor. Called every frame (the game runs at exactly 60 FPS).
s8 mSteppingPlayerIDs[4]
Definition ChikuwaBlockBase.h:43
u16 mRespawnDelayTimer
Definition ChikuwaBlockBase.h:51
u8 _19c4[4]
Definition ChikuwaBlockBase.h:54
AnimModel * mModel
Definition ChikuwaBlockBase.h:41
u32 mShakeAngleZ
Definition ChikuwaBlockBase.h:46
ActorLineBgCollision mCollider
Definition ChikuwaBlockBase.h:40
static void stepCallback(BgCollision *collider_self, ActorBgCollisionCheck *cc_other)
~ChikuwaBlockBase() override=default
void updateModel(f32 offsetY)
bool mYoshiStepping
Definition ChikuwaBlockBase.h:53
u16 mFallDelayTimer
Definition ChikuwaBlockBase.h:49
u32 mShakeDelayTimer
Definition ChikuwaBlockBase.h:48
bool mBgRestored
Definition ChikuwaBlockBase.h:52
u32 mStepHoldCounter
Definition ChikuwaBlockBase.h:47
u32 mShakeXOffset
Definition ChikuwaBlockBase.h:45
sead::Vector3f mSpawnPos
Definition ChikuwaBlockBase.h:44