tp/include/d/actor/d_a_obj_waterfall.h

58 lines
1.3 KiB
C++

#ifndef D_A_OBJ_WATERFALL_H
#define D_A_OBJ_WATERFALL_H
#include "SSystem/SComponent/c_phase.h"
#include "d/d_cc_d.h"
#include "f_op/f_op_actor_mng.h"
/**
* @ingroup actors-objects
* @class daObjWaterFall_c
* @brief Waterfall Collision
*
* @details Collision added to waterfalls that player shouldn't move through (e.g. those in Zora's Domain). Doesn't actually draw the waterfall.
*/
class daObjWaterFall_c : public fopAc_ac_c {
public:
void search_bomb();
void search_arrow();
void initBaseMtx();
void setBaseMtx();
cPhs_Step Create();
cPhs_Step create();
int execute();
void push_player();
int draw();
int _delete();
private:
/* 0x568 */ request_of_phase_process_class mPhase;
/* 0x570 */ u8 pad[4];
/* 0x574 */ dCcD_Stts mCylColliderStts;
/* 0x5B0 */ dCcD_Tri mUnusedTriCollider[2];
/* 0x868 */ dCcD_Cyl mCylCollider;
/* 0x9A4 */ cXyz mColOscPosTargets[2];
/* 0x9BC */ cXyz mColCenter;
/* 0x9C8 */ s8 mColOscDir;
enum Type_e {
ALLOW_ARROWS_e
};
BOOL checkFallOut() {
return (BOOL) fopAcM_GetParamBit(this, 10, 4) == TRUE;
}
u8 getType() {
return fopAcM_GetParamBit(this, 8, 2);
}
u8 getSwbit() {
return fopAcM_GetParamBit(this, 0, 8);
}
};
STATIC_ASSERT(sizeof(daObjWaterFall_c) == 0x9cc);
#endif /* D_A_OBJ_WATERFALL_H */