3#include <actor/Profile.h>
4#include <collision/ActorCollisionDrcTouchCallback.h>
5#include <enemy/CarryEnemy.h>
6#include <enemy/EnemyBoyoMgr.h>
14 void ccOnTouch(ActorCollisionCheck* cc,
const sead::Vector2f& pos)
override;
16static_assert(
sizeof(MechaKoopaDrcTouchCB) ==
sizeof(ActorCollisionDrcTouchCallback));
65 bool etcDamageCheck(ActorCollisionCheck* cc_self, ActorCollisionCheck* cc_other)
override;
69 bool hitCallback_Spin(ActorCollisionCheck* cc_self, ActorCollisionCheck* cc_other)
override;
73 bool hitCallback_Fire(ActorCollisionCheck* cc_self, ActorCollisionCheck* cc_other)
override;
79 DECLARE_STATE_VIRTUAL_ID_OVERRIDE(
MechaKoopa, DieFall)
100 DECLARE_STATE_VIRTUAL_ID_OVERRIDE(
MechaKoopa, Carry)
Definition AnimModel.h:19
Definition MechaKoopa.h:9
bool ccSetTouchNormal(ActorCollisionCheck *cc, const sead::Vector2f &pos) override
void ccOnTouch(ActorCollisionCheck *cc, const sead::Vector2f &pos) override
Definition MechaKoopa.h:22
u32 mDownTimer
Definition MechaKoopa.h:132
Result create() override
Main initialization/setup callback for the actor.
void reactSpinFumiProc(Actor *) override
void setIceAnm() override
u32 mCurrentAnim
Definition MechaKoopa.h:133
bool createIceActor() override
Callback for spawning ice blocks when frozen by an ice flower.
bool isSpinLiftUpEnable() override
void poisonSplashEffect(const sead::Vector3f &) override
bool execute() override
Main execution/logic callback for the actor. Called every frame (the game runs at exactly 60 FPS).
void waterSplashEffect(const sead::Vector3f &) override
void vsEnemyHitCheck_Normal(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
void setThrowChangeState(Actor *player, bool hard) override
void playerHitCheck_Sleep(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
u8 _18cd
Definition MechaKoopa.h:135
void playerHitCheck_Sleep_Base(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
u8 _18cc
Definition MechaKoopa.h:134
AnimModel * mAnimModel
Definition MechaKoopa.h:130
void playerHitCheck_Awake(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
bool etcDamageCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
MechaKoopaDrcTouchCB mDrcTouchCallback
Definition MechaKoopa.h:136
bool hitCallback_Spin(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
void yoganSplashEffect(const sead::Vector3f &) override
void setPutOnChangeState(Actor *player) override
void calcMdl_Base() override
bool hitCallback_Fire(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
f32 _18f4
Definition MechaKoopa.h:138
bool hitCallback_HipAttk(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
u32 mNextTurnTimer
Definition MechaKoopa.h:131
EnemyBoyoMgr mBoyoMgr
Definition MechaKoopa.h:137
void blockHitInit_() override
bool draw() override
Main rendering callback for the actor. Called every frame (the game runs at exactly 60 FPS).
MechaKoopa(const ActorCreateParam ¶m)
Definition ModelResource.h:13