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EventMgr.h
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1#pragma once
2
3#include <container/seadOffsetList.h>
4#include <heap/seadDisposer.h>
5
6class ActorBase;
7class EventBase;
8
10{
11 // createInstance() Address: 0x024A5B2C
12 // deleteInstance() Address: Deleted
13 // sInstance Address: 0x101D136C
14 // SingletonDisposer_::~SingletonDisposer_() Address: 0x024A6080
15 // SingletonDisposer_::sStaticDisposer Address: 0x101D1370
16 // SingletonDisposer_::vtbl Address: 0x100B49F8
18
19public:
20 // Address: 0x024A5AA8
22
24 {
25 return mCurrentEvent;
26 }
27
28 bool isActive() const
29 {
30 return mCurrentEvent != nullptr;
31 }
32
33 bool isActive(EventBase* event) const
34 {
35 return mCurrentEvent != nullptr && mCurrentEvent == event;
36 }
37
38 // Address: 0x024A5BAC
39 bool isNormal() const;
40
41 // Address: 0x024A5E48
42 bool isJoin(const ActorBase* actor) const;
43
44 // Address: 0x024A5EA4
45 bool pushEvent(EventBase* event);
46
47 // Address: 0x024A5F24
48 void execute();
49
51 {
52 mRequestList.clear();
53 }
54
55 // Address: 0x024A5FDC
56 void eraseEvent(EventBase* event);
57
58protected:
59 sead::OffsetList<EventBase> mRequestList; // This actually functions like a queue
61};
62static_assert(sizeof(EventMgr) == 0x24);
Base interface class for all actors in the game. Lifecycle is handled by ActorMgr.
Definition ActorBase.h:18
Definition EventBase.h:11
Definition EventMgr.h:10
sead::OffsetList< EventBase > mRequestList
Definition EventMgr.h:59
void execute()
bool isJoin(const ActorBase *actor) const
bool isActive() const
Definition EventMgr.h:28
void clearEvent()
Definition EventMgr.h:50
bool isNormal() const
EventBase * getCurrentEvent() const
Definition EventMgr.h:23
void eraseEvent(EventBase *event)
bool pushEvent(EventBase *event)
bool isActive(EventBase *event) const
Definition EventMgr.h:33
EventBase * mCurrentEvent
Definition EventMgr.h:60