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* JetTurtle quick cleanup * Okay * Come on and join to the C++ casting to be the best C++ * Ehem
78 lines
2.0 KiB
C++
78 lines
2.0 KiB
C++
#pragma once
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#include "Game/LiveActor/LiveActor.hpp"
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#define JETTURTLETYPE_RED 1
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#define JETTURTLETYPE_GOLD 2
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class JetTurtle : public LiveActor {
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public:
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JetTurtle(const char*);
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virtual ~JetTurtle();
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virtual void init(const JMapInfoIter&);
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virtual void initAfterPlacement();
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virtual void appear();
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virtual void control();
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virtual void attackSensor(HitSensor*, HitSensor*);
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virtual bool receiveMsgPlayerAttack(u32, HitSensor*, HitSensor*);
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virtual bool receiveMsgEnemyAttack(u32, HitSensor*, HitSensor*);
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virtual bool receiveMsgThrow(HitSensor*, HitSensor*);
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virtual bool receiveOtherMsg(u32, HitSensor*, HitSensor*);
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virtual void resetPosition();
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virtual void reset(u32);
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void exeWait();
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void endWait();
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void exeWait2();
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void endWait2();
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void exeThrowWait();
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virtual void exeThrowing();
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void exeTakenReserve();
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void exeTakenStart();
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void exeRestart();
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void exeDrop();
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void init2(const JMapInfoIter&, s32);
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void becomeSlowType();
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void becomeFastType();
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void appearAndTryTaken();
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void resetPositionAndVanish();
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void boundDrop();
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void bound();
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bool isWait() const;
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bool isRestart() const;
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inline bool isNerveWait();
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/* 0x8C */ f32 _8C;
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/* 0x90 */ u16 mShellType; // (0 = green, 1 = red, 2 = gold)
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/* 0x92 */ u16 _92;
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/* 0x94 */ HitSensor* _94;
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/* 0x98 */ HitSensor* _98;
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/* 0x9C */ TVec3f _9C;
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/* 0xA8 */ TVec3f _A8;
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/* 0xB4 */ TVec3f _B4;
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/* 0xC0 */ TVec3f _C0;
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/* 0xCC */ TVec3f _CC;
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/* 0xD8 */ u16 _D8;
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/* 0xDA */ u16 _DA;
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/* 0xDC */ u32 _DC;
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/* 0xE0 */ u8 _E0;
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/* 0xE1 */ u8 _E1;
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/* 0xE2 */ u8 _E2;
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/* 0xE3 */ u8 _E3;
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};
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class GoldenTurtle : public JetTurtle {
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public:
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GoldenTurtle(const char* pName) : JetTurtle(pName) {
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}
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virtual ~GoldenTurtle();
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virtual void init(const JMapInfoIter&);
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virtual void resetPosition();
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virtual void reset(u32);
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virtual void exeThrowing();
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};
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