3#include <actor/ActorState.h>
4#include <sound/SndSceneMgr.h>
5#include <state/FStateVirtualID.h>
12 SEAD_RTTI_OVERRIDE(
BossDemo, ActorState)
32 DECLARE_STATE_VIRTUAL_ID_BASE(
BossDemo, Ready)
80 SndSceneMgr::instance()->startBossClearFanfare(SndSceneMgr::cBossClear_Toride);
109static_assert(
sizeof(
BossDemo) == 0x17E0);
u8 _17c8
Definition BossDemo.h:98
u8 mIsClear
Definition BossDemo.h:101
u8 _17c9
Definition BossDemo.h:99
Result doDelete() override
virtual Actor * bossSearch()
Definition BossDemo.h:69
bool mIsBattleEdDemo
Definition BossDemo.h:100
u32 mBattleEdDemoState
Definition BossDemo.h:103
s32 mIdleTimer
Definition BossDemo.h:105
virtual void startClearFanfare() const
Definition BossDemo.h:78
UniqueID mBossID
Definition BossDemo.h:104
virtual void initialize()
Definition BossDemo.h:74
virtual bool demoScroll()
Definition BossDemo.h:64
~BossDemo() override
Definition BossDemo.h:17
bool _17dc
Definition BossDemo.h:106
virtual bool checkBattleStDemo()
Definition BossDemo.h:54
void setBattleEdDemo()
Definition BossDemo.h:83
virtual bool checkBattleEdDemo()
Definition BossDemo.h:59
void setClear()
Definition BossDemo.h:88
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:107
void setCourseOutFaderPos_() const
u32 _17cc
Definition BossDemo.h:102