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ChikuwaBlockBase.h
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1#pragma once
2
3#include <actor/ActorState.h>
4#include <collision/ActorLineBgCollision.h>
5#include <graphics/AnimModel.h>
6#include <state/FStateVirtualID.h>
7
8/**
9 * @brief Base class for Chikuwa (Donut) blocks.
10 * @details Used by both the Donut Block and the Kamek Floor Block.
11 * @note Does not override RTTI.
12 */
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 &param)
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
virtual void reset2()
virtual void reset1()
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