#ifndef D_A_SCENE_EXIT_H #define D_A_SCENE_EXIT_H #include "f_op/f_op_actor_mng.h" /** * @ingroup actors-unsorted * @class daScex_c * @brief Scene Exit * * @details * */ class daScex_c : public fopAc_ac_c { public: daScex_c() {} /* 80485838 */ int checkWork(); /* 80485A50 */ int execute(); u8 getArg1() { return (fopAcM_GetParam(this) >> 8) & 0xFF; } u8 getArg0() { return fopAcM_GetParam(this); } u32 getSwNo() { return fopAcM_GetParam(this) >> 0x18; } u16 getOffEventBit() { return home.angle.z & 0xFFF; } u16 getOnEventBit() { return home.angle.x & 0xFFF; } u8 getPathID() { return (fopAcM_GetParam(this) >> 0x10) & 0xFF; } void setSceneChangeOK() { mSceneChangeOK = true; } BOOL checkArea(const cXyz* param_0) { cXyz spC; mDoMtx_multVec(mMatrix, param_0, &spC); if (spC.y >= 0.0f && spC.y <= scale.y && fabsf(spC.x) <= scale.x && fabsf(spC.z) <= scale.z) { return TRUE; } return FALSE; } /* 0x568 */ Mtx mMatrix; /* 0x598 */ u8 field_0x598; /* 0x599 */ bool mSceneChangeOK; }; #endif /* D_A_SCENE_EXIT_H */