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EventBase.h
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1#pragma once
2
3#include <container/seadListImpl.h>
4#include <heap/seadDisposer.h>
5#include <prim/seadRuntimeTypeInfo.h>
6
7class ActorBase;
8class EventMgr;
9
10// vtbl Address: 0x100B4480
11class EventBase : public sead::IDisposer
12{
13public:
19
20public:
21 // Address: 0x024A4AC8
23 // Address: 0x024A4B28
24 virtual ~EventBase();
25
26 // getRuntimeTypeInfoStatic()::typeInfo initialization guard variable Address: 0x101E9E8C
27 // getRuntimeTypeInfoStatic()::typeInfo Address: 0x101EA7C8
29
30public:
31 virtual void enter()
32 {
33 }
34
35 virtual Result execute()
36 {
37 return cResult_Keep;
38 }
39
40 virtual void exit()
41 {
42 }
43
44 virtual void cancel()
45 {
46 }
47
48 virtual void terminate()
49 {
50 }
51
52 virtual bool isJoin(const ActorBase* actor) const
53 {
54 return false;
55 }
56
57 bool isRequested() const
58 {
59 return mListNode.isLinked();
60 }
61
62protected:
64
65 friend class EventMgr;
66};
67static_assert(sizeof(EventBase) == 0x18);
Base interface class for all actors in the game. Lifecycle is handled by ActorMgr.
Definition ActorBase.h:19
Definition EventBase.h:12
Result
Definition EventBase.h:15
@ cResult_Exit
Definition EventBase.h:17
@ cResult_Keep
Definition EventBase.h:16
virtual ~EventBase()
Definition EventMgr.h:10