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RingBase.h
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1#pragma once
2
3#include <effect/EffectObj.h>
4#include <graphics/AnimModel.h>
5#include <actor/ActorState.h>
6
7// vtbl Address: 0x1014F3CC
9{
10 // getRuntimeTypeInfoStatic()::typeInfo initialization guard variable Address: 0x101EB264
11 // getRuntimeTypeInfoStatic()::typeInfo Address: 0x101EB268
12 SEAD_RTTI_OVERRIDE(RingBase, ActorMultiState)
13
14public:
15 // Address: 0x02871254
17 // Address: 0x02872288
19
20protected:
21 // Address: 0x0287142C
22 Result create() override;
23 // Address: 0x0287163C
25 // Address: 0x0287168C
26 bool draw() override;
27
28public:
29 // Address: 0x02871864
30 bool isPlayerWithinRange(s32 player_no);
31 // Address: 0x02871700
32 void calcDeltaFromPlayerPos(s32 player_no);
33 // Address: 0x02871388
35
36 // Address: 0x02872124
37 virtual void vf18C()
38 {
39 }
40 // Address: 0x02872128
41 virtual void loadActorRes()
42 {
43 }
44 // Address: 0x0287212C
45 virtual void vf19C()
46 {
47 }
48 // Address: 0x02872130
49 virtual void playTexAnim()
50 {
51 }
52 // Address: 0x02872134
53 virtual bool createParticles();
54 // Address: 0x02872138
55 virtual void onCollect()
56 {
57 }
58 // Address: 0x0287213C
59 virtual void vf1BC()
60 {
61 }
62 // Address: 0x028716BC
63 virtual void collectSetSwitchFlag();
64 // Address: 0x02872140
65 virtual void vf1CC()
66 {
67 }
68
69 // StateID_Wait Address: 0x102275A8
70 // initializeState_Wait Address: 0x02872280
71 // executeState_Wait Address: 0x028718E0
72 // finalizeState_Wait Address: 0x02871B94
73 DECLARE_STATE_ID(RingBase, Wait)
74 // StateID_Collect Address: 0x102275C8
75 // initializeState_Collect Address: 0x02871C34
76 // executeState_Collect Address: 0x02871C4C
77 // finalizeState_Collect Address: 0x02872284
79
80protected:
90};
91static_assert(sizeof(RingBase) == 0x18D8, "RingBase size mismatch");
Definition RingBase.h:9
EffectObj mEffect2
Definition RingBase.h:84
virtual void vf18C()
Definition RingBase.h:37
virtual void vf19C()
Definition RingBase.h:45
bool draw() override
Main rendering callback for the actor. Called every frame (the game runs at exactly 60 FPS).
virtual void loadActorRes()
Definition RingBase.h:41
virtual void onCollect()
Definition RingBase.h:55
EffectObj mEffect1
Definition RingBase.h:83
u16 mCounter1
Definition RingBase.h:87
u32 _18d4
Definition RingBase.h:89
void calcDeltaFromPlayerPos(s32 player_no)
virtual void playTexAnim()
Definition RingBase.h:49
sead::Vector2f mPlayerDeltaPos[4]
Definition RingBase.h:88
sead::Vector3f mEffectPos
Definition RingBase.h:82
u32 _18ac
Definition RingBase.h:86
~RingBase() override
Definition RingBase.h:18
virtual void vf1CC()
Definition RingBase.h:65
virtual bool createParticles()
virtual void collectSetSwitchFlag()
bool isPlayerWithinRange(s32 player_no)
void updateModel()
Result create() override
Main initialization/setup callback for the actor.
AnimModel * mModel
Definition RingBase.h:85
virtual void vf1BC()
Definition RingBase.h:59
bool execute() override
Main execution/logic callback for the actor. Called every frame (the game runs at exactly 60 FPS).